Full_Bullhorn Full_Bullhorn
Update Notes for June 2, 2026

Estimated Update Sizes

  • Xbox One: 1.9 GB
  • Xbox Series S|X: 1.8 GB
  • PS4: 1.7 GB
  • PS5/PS5 Pro: 1.7 GB

NEW SEASON: WINGED DEVILS

Spread your wings, Commander: World of Tanks Modern Armor’s new season, Winged Devils, has begun. Complete Challenges in a season where all hell break loose on the battlefield. Claim points and conquer 100 stages full of rewards, including days of Premium Account, Premium tanks, and more.

Relive the Allied invasion through two dedicated D-Day events, honoring the soldiers who stormed the beaches and changed the course of the war. Then stand beneath the stars and stripes in the Banners of Valor event, celebrating the 250th anniversary of the United States with patriotic rewards and battlefield tributes worthy of a nation’s legacy.

Find all the information about the new season here.

Winged Devils Season Key Art_1920x1080

NEW MAP VARIANTS

Two new map variants for Summer are joining the rotation. These variants are in addition to the current maps and do not replace or remove their existing counterparts.

These maps will be set to a higher rotation for the first 2 weeks of launch and will then return to normal rotation occurrence.

Malinovka - Summer

As summer arrives, the frozen terrain has fully thawed, refilling the central lake with fresh water while thick, lush vegetation spreads across the landscape. Trees are now dense with leaves, vibrant green grass covers the ground, and the once-harsh winter environment has transformed into a thriving summer battlefield.

  • WWII Only: Battle Tiers 5+
  • Size: 1000x1000
  • Environment: Summer
  • Modes:
    • Standard
    • Team Destruction
    • Encounter
      • Custom Games:
        • Assault
        • Multi-base Assault
Malinovka_Summer_Load_Screen_Final

Fredvagn - Summer

Fredvagn has entered its summer runoff, flooding the lowlands and reshaping the battlefield. Grass has grown thick across the terrain, while trees and foliage are now in full bloom, transforming the once-frozen landscape into a dense and vibrant summer warzone.

  • Cold War Only: All ERAs
  • Size: 1400x1400
  • Environment: Summer
  • Modes:
    • Standard
    • Encounter
      • Custom Games:
        • Team Destruction
        • Assault
        • Multi-base Assault
204_fredvang_summer

NEW FEATURES

Deep Rifle Mechanics

Deep Rifling is a unique gun mechanic being introduced in the Ultimate Season Pass tank, Wz. 64GC Bzyg, added as an additional gun option for the SDP wz 66 Grom, and will be used in the upcoming branch of the Polish Tank Destroyers. It features an unconventional barrel design that alters how shells behave over distance, creating a dynamic damage profile based on range.

Deep Rifling introduces a range-sensitive damage system, encouraging aggressive playstyles while adding strategic depth to long-range engagements. Proper positioning and distance awareness are essential to utilize this mechanic fully.

Full Details can be found HERE in our newly created Game Guide.

New Commander Skills

Two NEW Commander Skills and one new Equipment piece have been added. These additions are designed for vehicles with unique mechanics, allowing players to create specialized Commanders tailored to those playstyles.

To help players experiment with these new options, all Commanders will receive 4 weeks of free respecs so you can test different builds and set up your new specialized crews.

Commander Skills

Rocketeer

  • +2 Additional rocket boost
  • 15% More rocket boost thrust

skill_rocketeer

Pyromaniac

  • External fires you start with your flamethrower do 20% more damage per tick

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Equipment

Cooling Jacket

  • Heat Cooldown Rate increased by 10%

icon_equipment_coolingJacket

Regiment Missions

Each week, there will be a Weekly Regiment Mission to Win Battles. All members of the Regiment will contribute to the progress towards the completion of this mission. Upon completion of each mission, all active Regiment members will receive Regimental Coins, and a new mission will begin.

Each mission will have progressively higher win requirements with a total of 10 missions to complete each week. On Tuesday, the missions will reset for all Regiments.

  • Regiment Wins 1: Win 10 Battles
  • Regiment Wins 2: Win 30 Battles
  • Regiment Wins 3: Win 60 Battles
  • Regiment Wins 4: Win 100 Battles
  • Regiment Wins 5: Win 150 Battles
  • Regiment Wins 6: Win 210 Battles
  • Regiment Wins 7: Win 280 Battles
  • Regiment Wins 8: With 360 Battles
  • Regiment Wins 9: Win 450 Battles
  • Regiment Wins 10: Win 550 Battles

Details:

  • You must have played a battle within the last week to be considered active.
  • Only active Regiment members are eligible to receive the rewards when a mission is completed.

Update Profile Tab

The profile section has been overhauled with a new look, information, and functionality.

  • Overview Tab
    • View your Wallet, Snapshot of your stats, and any Pinned Medals you want to display that you are most proud of. You can pin up to 6 Medals
My Great Game - My Great Capture_2026-05-20_11-49-54

  • Stats Tab
    • With a new look and feel
My Great Game - My Great Capture_2026-05-29_10-40-29

  • War Chest Tab
    • To view any owned Chest
My Great Game - My Great Capture_2026-05-20_11-52-22

  • Medals
    • With a new look and feel, along with the new ability to select 6 Medals to be pinned. Pinned Medals will display in the Overview Tab
My Great Game - My Great Capture_2026-05-20_11-52-35

  • Log Tab
    • Now with an applied filter! Click on your left thumbstick to filter the logs by Battles, Transactions, or Other.
My Great Game - My Great Capture_2026-05-20_11-53-03
My Great Game - My Great Capture_2026-05-20_11-56-21
My Great Game - My Great Capture_2026-05-20_11-56-40
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UPDATED MECHANICS

In Update 9.10, various Cold War autocannons have been updated to use overheat mechanics. The autocannons selected for this change were chosen based on their cyclic rate of fire and clip size. Autocannons with slower rates of fire or smaller clip sizes were not affected.

The primary reason for this adjustment was the extreme amount of damage some autocannons could output at close range. While autocannons are intended to excel in close-quarters combat, many were significantly overperforming beyond their intended role. Through both internal gameplay testing and player feedback, we consistently saw how frustrating autocannon rushes could be to play against, often creating unhealthy gameplay situations with very little counterplay.

At the same time, our goal was not to invalidate autocannon-equipped vehicles or remove their close-range identity. The overheat mechanics introduced in this update function differently from the rotary autocannon systems players may already be familiar with. These autocannons can still fire a number of rounds roughly equivalent to their previous clip sizes before overheating, with total cooldown times based on their former reload values. However, unlike rotary autocannons, the overheat cooldown delay for these weapons is only 5 seconds, allowing players to resume firing much more quickly after reaching the heat limit. There is also no spin-up delay.

To help offset these changes, affected vehicles now have ammunition capacities that more closely reflect their real-world counterparts. This allows autocannon-equipped vehicles to remain active in battle longer while introducing more deliberate decision-making around heat management. Players will now need to balance sustained fire with controlled bursts, choosing when to push their weapon to the limit and when to manage heat to keep their gun operational during an engagement.

Overall, these changes are intended to preserve the strengths of autocannons while reducing frustrating gameplay scenarios and creating more engaging combat decisions for both autocannon users and their opponents.

The following Cold War vehicles have received the following changes with their update to use the overheat mechanic:

  • AMX 30B '66
  • AMX 30B2
  • AMX 30B2 Brenus
  • AMX 30B2 FORAD
  • AMX 32
  • AMX 40
  • Marder 1A1
  • Marder 1A3
  • Wiesel 1 MK
  • MBT-70
  • BMP-2
  • BMP-3
  • Object 477A Molot
  • MLI-84M
  • Winter Warrior

The following Cold War vehicles' autocannons can no longer cause crew damage:

  • AMX 30B '66
  • AMX 30B2
  • AMX 30B2 Brenus
  • AMX 30B2 FORAD
  • AMX 32
  • AMX 40
  • BMP-2
  • BMP-3
  • Object 477A Molot
  • MLI-84M
  • Winter Warrior

Additionally, wheeled vehicle handling has received a major improvement pass with updated physics.

  • With the new physics, they are no longer overly “squirrelly,” and turning should now feel much more grounded and responsive instead of sliding around like you’re on ice. Suspension behavior has also been improved, meaning small bumps won’t launch your vehicle unexpectedly.
  • On top of that, big jumps are now far more forgiving. Vehicles no longer bottom out from excessively stiff suspension setups, greatly reducing the amount of damage taken when landing after large drops or jumps.

TANK BALANCE CHANGES

Here’s the summary of our most recent balance changes:

  • We've updated various CW vehicles to use overheat mechanics on their autocannons.
  • We've updated the ERA/Composite armor modifiers for the remainder of CW vehicles that still had the previous modifier setup.
  • We've reverted some of the WWII alpha damage updates based on player feedback.
  • Continued working through the low-tier WWII vehicles for additional nations.
  • Started updating older models to ensure spare tracks have appropriate values and are modeled on the vehicle.

In addition, we have added a new gun package to the SDP wz 66 Grom that uses the new Deep Rifle mechanics. Need help deciding which gun to use?

  • The optimal gun option for you is determined by your playstyle. The normal gun has 700 damage, while the deep rifle gun can deal up to 800 damage at close range. The distance at which both guns do 700 damage is 140m.
  • So this means if you play closer to the frontline and find yourself engaging targets within 140m, the new Deep Rifle gun will give you the highest damage potential. If you play more conservatively and engage targets farther than 140m, the existing 700 damage gun will give you the highest damage potential.

What does "Updated physics" mean?

  • You'll see this on vehicles that received a change that impacts mobility, such as rotation speed, terrain resistance, or engine horsepower. This note means that we've run this tank through our physics tool to update the physics to apply these changes to the vehicles.

If, within the last 365 days, you purchased any of the Premium tanks listed below as receiving balance changes, and you have concerns, please contact Player Support.

Please note: For tanks that received balance updates, Silver compensation has been issued for changed modules and unlocks. Be sure to check your tank's loadout prior to battle as various vehicles will be in their stock configuration by default.

Additional Improvements

  • Ammo rack indicator on HUD next to the player info.

WARN_AmmoExplode-1

  • Updated how Combat Action Points are earned to address situations where players place high on the scoreboard without causing any damage/assist damage.
  • Added Tank and Commander cinematics when dropped in a War Chest
  • Added an external link icon to the corresponding options within the pause menu
  • Player IDs now respect the lower and upper case of the original ID
  • Improved Concealment description now displays the specific bonus applied to the vehicle it's mounted on
  • Updated collision models for:
    • T26E4 Super Pershing & Freedom
      • Improved modeling of the coupola, loader's hatch, spring housing, and counterweight.
    • British Bulldog
      • Improved modeling to support spare tracks as spaced armor
  • Gift Bundles no longer show a green "owned" checkmark

World War II Balance Changes

Expand all

Mercenaries

Thresher

  • Chassis 1
    • Rotation speed: 35 -> 32
  • Turret 1
    • Rotation speed: 38 -> 36
    • 4,7 cm Kw.K. (t) L/43
      • Aim time: 2 -> 2.3
      • Accuracy: 0.43 -> 0.45
      • Penetration: 62/115/24 -> 62/96/24
  • Updated physics

Caboose

  • Turret 1
    • 70mm Gun Type 94
      • Reload: 5.7 -> 5.4
      • DPM: 1053 -> 1111

Thunder Bucket

  • Turret 1
    • QF 40 mm Mk. VI Bofors
      • Reload: 6.5 -> 7.3
      • DPM: 1558 -> 1412
      • Shot dispersion penalty during turret rotation: 0.1 -> 0.12

Lawgiver

  • Forward speed: 36 -> 40
  • Chassis 1
    • Shot dispersion penalty during movement: 0.18 -> 0.15
    • Shot dispersion penalty during rotation: 0.18 -> 0.15
  • Turret 1
    • View range: 330 -> 350
    • 7,5 cm Kw.K. 37 L/24
      • Accuracy: 0.48 -> 0.46
      • Reload: 4.3 -> 4
      • DPM: 1534 -> 1650
      • Shot dispersion penalty during turret rotation: 0.16 -> 0.14

Needle

  • Repair cost: 3.06 -> 2.58
  • Health burn per sec: 43.22 -> 51.27
  • Hull
    • Health: 472 -> 560
  • Chassis 1
    • Terrain resistance: 1.1/1.2/2 -> 1/1.1/2
    • Shot dispersion penalty during movement: 0.24 -> 0.22
    • Shot dispersion penalty during rotation: 0.24 -> 0.22
  • Turret 1
    • Health: 118 -> 140
    • Rotation speed: 32 -> 36
    • 45 mm VT-42
      • Reload: 2.3 -> 2.2
      • DPM: 1435 -> 1500
      • Aim time: 2.3 -> 2.2
  • Updated physics

Chisel

  • Turret 1
    • 120mm Gun L11A1
      • Reload Time: 10.2s -> 9s
      • DPM: 2588 -> 2667
      • Damage: 440/440/530 -> 400/400/515

China

T-34-2G FT

  • Chassis 1
    • Terrain resistance: 1.1/1.5/2.1 -> 1.2/1.6/2.3
  • Chassis 2
    • Terrain resistance: 1.2/1.6/2.3 -> 1.1/1.5/2.1
  • Updated Physics

Japan

Type 89 I-Go/Chi-Ro

  • Repair cost: 1.59 -> 1.52
  • Hull
    • Health: 264 -> 276
  • Turret 1
    • Health: 66 -> 69
    • 5.7 cm Gun Type 90
      • Reload: 2.5 -> 2.4
      • DPM: 1800 -> 1875
    • 5.7 cm Gun Type 97
      • Reload: 2.5 -> 2.3
      • DPM: 1800 -> 1957
  • Turret 2
    • Health: 111 -> 99

Chi-Ni

  • Repair cost: 2.11 -> 2.02
  • Health burn per sec: 28.8 -> 30
  • Hull
    • Health: 288 -> 300
  • Chassis 1
    • Rotation speed: 44 -> 46
    • Shot dispersion penalty during movement: 0.3 -> 0.26
    • Shot dispersion penalty during rotation: 0.3 -> 0.26
  • Chassis 2
    • Rotation speed: 46 -> 48
    • Shot dispersion penalty during movement: 0.28 -> 0.24
    • Shot dispersion penalty during rotation: 0.28 -> 0.24
  • Turret 1
    • Health: 72 -> 75
    • 13 mm Autocannon Type Ho
      • Reload: 9.5 -> 6.5
      • DPM: 1077 -> 1389
      • Accuracy: 0.52 -> 0.5
    • 37 mm Sogekihou
      • Reload: 2.3 -> 2.1
      • DPM: 1174 -> 1286
    • 5.7 cm Gun Type 97
      • Reload: 3.1 -> 2.9
      • DPM: 1451 -> 1552
      • Aim time: 2.1 -> 2
      • Accuracy: 0.45 -> 0.43
  • Engine 1
    • Horsepower: 120hp -> 130hp
  • Engine 2
    • Horsepower: 135hp -> 145hp
  • Updated physics

Type 95 Ha-Go

  • Chassis 1
    • Rotation speed: 48 -> 50
  • Chassis 2
    • Rotation speed: 50 -> 52
  • Turret 1
    • 37 mm Gun Type 94
      • Aim time: 2.1 -> 2
      • Reload: 2.5 -> 2.3
      • DPM: 1080 -> 1174
    • 37 mm Gun Type 98
      • Reload: 2.5 -> 2.3
      • DPM: 1080 -> 1174
    • 5.7 cm Gun Type 97
      • Reload: 3.6 -> 3.4
      • DPM: 1250 -> 1324
  • Turret 2
    • 37 mm Gun Type 94
      • Reload: 2.3 -> 2.1
      • DPM: 1174 -> 1286
    • 37 mm Gun Type 98
      • Reload: 2.3 -> 2.1
      • DPM: 1174 -> 1286
    • 5.7 cm Gun Type 97
      • Reload: 3.4 -> 3.2
      • DPM: 1323 -> 1406
  • Engine 1
    • Horsepower: 120hp -> 130hp
  • Engine 2
    • Horsepower: 135hp -> 145hp
  • Updated physics

Type 97 Chi-Ha

  • Chassis 1
    • Rotation speed: 30 -> 34
  • Chassis 2
    • Rotation speed: 32 -> 36
  • Turret 1
    • Rotation speed: 30 -> 33
    • 37 mm Gun Type 100
      • Reload: 2.3 -> 2.1
      • DPM: 1174 -> 1286
  • Turret 2
    • Rotation speed: 34 -> 36
    • 37 mm Gun Type 100
      • Reload: 2.3 -> 2.1
      • DPM: 1174 -> 1286
  • Updated physics

Type 98 Ke-Ni

  • Chassis 1
    • Rotation speed: 44 -> 46
    • Shot dispersion penalty during movement: 0.24 -> 0.22
    • Shot dispersion penalty during rotation: 0.24 -> 0.22
  • Chassis 2
    • Shot dispersion penalty during movement: 0.22 -> 0.2
    • Shot dispersion penalty during rotation: 0.22 -> 0.2
  • Turret 1
    • Rotation speed: 36 -> 38
    • View range: 310 -> 320
    • 37 mm Gun Type 100
      • Accuracy: 0.41 -> 0.39
      • Reload: 2.1 -> 2.0
      • DPM: 1286 -> 1350
  • Turret 2
    • Rotation speed: 36 -> 40
    • View range: 310 -> 330
    • 37 mm Gun Type 100
      • Accuracy: 0.41 -> 0.39
      • Reload: 2.1 -> 1.9
      • DPM: 1286 -> 1421
    • 37 mm Gun Type 1
      • Reload: 2.3 -> 2.1
      • DPM: 1304 -> 1429
  • Engine 2
    • Horsepower: 135hp -> 145hp
  • Updated physics

Type 5 Ho-Ru

  • Repair cost: 2.813 -> 2.619
  • Health burn per sec: 23.35 -> 25.79
  • Hull
    • Health: 216 -> 232
  • Chassis 1
    • Shot dispersion penalty during movement: 0.28 -> 0.26
    • Shot dispersion penalty during rotation: 0.28 -> 0.26
  • Chassis 2
    • Shot dispersion penalty during movement: 0.26 -> 0.24
    • Shot dispersion penalty during rotation: 0.26 -> 0.24
  • Turret 1
    • View range: 300 -> 320
    • Health: 54 -> 58
    • 47 mm Gun Type 1
      • Reload: 3.4 -> 2.9
      • DPM: 1236 -> 1448
      • Accuracy: 0.42 -> 0.4
    • 47 mm Gun Type 5
      • Reload: 3.1 -> 2.7
      • DPM: 1354 -> 1555
      • Accuracy: 0.39 -> 0.37
  • Engine 1
    • Horsepower: 120hp -> 130hp
  • Engine 2
    • Horsepower: 135hp -> 145hp
  • Updated physics

Type 95 Heavy

  • Repair cost: 2.64 -> 2.49
  • Health burn per sec: 59.06 -> 62.43
  • Hull
    • Health: 560 -> 592
  • Chassis 1
    • Terrain resistance: 1.1/1.3/2.3 -> 1.1/1.2/2.2
    • Rotation speed: 28 -> 34
  • Chassis 2
    • Rotation speed: 30 -> 36
  • Turret 1
    • Health: 140 -> 148
    • Rotation speed: 32 -> 36
    • 7 cm Gun Type 94
      • Accuracy: 0.42 -> 0.39
      • Reload: 3.3 -> 3.1
      • DPM: 1818 -> 1935
    • 7.5 cm Tank Gun Type 99
      • Reload: 3.3 -> 3
      • DPM: 2000 -> 2200
  • Turret 2
    • Health: 88 -> 148
    • Rotation speed: 32 -> 36
    • 37 mm Gun Type 94
      • Accuracy: 0.46 -> 0.44
      • Reload: 2.5 -> 2.3
      • DPM: 1080 -> 1174
  • Updated physics

Type 5 Ke-Ho

  • Turret 1
    • Rotation speed: 36 -> 38

Type 1 Chi-He

  • Repair cost: 2.53 -> 2.32
  • Health burn per sec: 44 -> 46.4
  • Hull
    • Health: 404 -> 440
  • Chassis 1
    • Rotation speed: 36 -> 40
    • Shot dispersion penalty during movement: 0.24 -> 0.22
    • Shot dispersion penalty during rotation: 0.24 -> 0.22
  • Chassis 2
    • Rotation speed: 38 -> 42
    • Shot dispersion penalty during movement: 0.22 -> 0.2
    • Shot dispersion penalty during rotation: 0.22 -> 0.2
  • Turret 1
    • Health: 101 -> 110
    • 47 mm Gun Type 1
      • Reload: 2.7 -> 2.5
      • DPM: 1553 -> 1680
      • Aim time: 2.3 -> 2.2
      • Accuracy: 0.44 -> 0.42
  • Turret 2
    • Health: 146 -> 140
    • 47 mm Gun Type 1
      • Accuracy: 0.42 -> 0.4
  • Updated physics

Ashigaru Te-Ke

  • Repair cost: 0.978 -> 0.908
  • Health burn per sec: 26 -> 28
  • Hull
    • Health: 260 -> 280
  • Turret 1
    • Health: 65 -> 70
    • Rotation speed: 42 -> 44
    • View range: 300 -> 320
    • 37 mm Gun Type 98
      • Reload: 2.3 -> 2.1
      • DPM: 1174 -> 1286
  • Engine 1
    • Horsepower: 65hp -> 80hp
  • Updated physics

Poland

4TP

  • Health burn per sec: 13.84 -> 15.48
  • Hull
    • Health: 168 -> 188
  • Chassis 1
    • Shot dispersion penalty during movement: 0.36 -> 0.34
    • Shot dispersion penalty during rotation: 0.36 -> 0.34
  • Turret 1
    • Health: 42 -> 47
    • 20 mm wz.38 FK-A
      • Reload: 5.1 -> 4.3
      • DPM: 1009 -> 1123
    • 47 mm QFSA
      • Reload: 3.5 -> 3.3
      • DPM: 943 -> 1000

7TP

  • Chassis 1
    • Terrain resistance: 1.1/1.4/2.5 -> 1.1/1.2/2.4
  • Turret 1
    • Rotation speed: 34 -> 38
    • 37 mm Bofors wz. 37
      • Reload: 3.6 -> 2
      • DPM: 667 -> 1200
      • Aim time: 2.5 -> 2.3
      • Shot dispersion penalty during turret rotation: 0.14 -> 0.12
    • 47 mm QFSA
      • Reload: 3.5 -> 2.8
      • DPM: 943 -> 1179
  • Turret 2
    • Rotation speed: 38 -> 42
    • 37 mm Bofors wz. 37
      • Reload: 3.4 -> 1.8
      • DPM: 705 -> 1333
      • Aim time: 2.3 -> 2.1
      • Shot dispersion penalty during turret rotation: 0.14 -> 0.12
    • 47 mm QFSA
      • Reload: 3.2 -> 2.6
      • DPM: 1031 -> 1269
  • Engine 1
    • Horsepower: 130hp -> 140hp
  • Engine 2
    • Horsepower: 140hp -> 150hp
  • Updated physics

10TP

  • Hull
    • Health: 296 -> 320
  • Chassis 1
    • Shot dispersion penalty during movement: 0.25 -> 0.23
    • Shot dispersion penalty during rotation: 0.25 -> 0.23
  • Chassis 2
    • Shot dispersion penalty during movement: 0.23 -> 0.21
    • Shot dispersion penalty during rotation: 0.23 -> 0.21
  • Turret 1
    • Health: 74 -> 80
    • 37 mm Bofors wz. 37
      • Aim time: 1.9 -> 1.8

14TP

  • Chassis 1
    • Rotation speed: 45 -> 48
    • Terrain resistance: 1.1/1.3/2.3 -> 1.1/1.2/2.1
  • Chassis 2
    • Rotation speed: 50 -> 52
  • Turret 1
    • Rotation speed: 35 -> 40
    • 37 mm Bofors wz. 37
      • Reload: 1.7 -> 1.6
      • DPM: 1412 -> 1500
  • Turret 2
    • Rotation speed: 38 -> 42
    • 40 mm auto. Boforsa
      • Aim time: 2.4 -> 2.3
      • Accuracy: 0.38 -> 0.37
    • 47 mm armata wz. 39
      • Penetration: 62/92/24 -> 70/92/24
  • Engine 1
    • Horsepower: 250hp -> 280hp
  • Engine 2
    • Horsepower: 280hp -> 300hp
  • Updated physics

TKS z n.k.m 20 mm

  • Chassis 1
    • Terrain resistance: 0.9/1.2/2.1 -> 0.9/1/2.1
  • Turret 1
    • View range: 290 -> 320
    • n.k.m. 20 mm wz. 38 FK-A
      • Reload: 5 -> 3.4
      • DPM: 987 -> 1297
  • Engine 1
    • Horsepower: 42hp -> 65hp
  • Updated physics

Sweden

Pvlvv fm/42

  • Chassis 1
    • Rotation speed: 32 -> 34
    • Terrain resistance: 1.5/1.6/2.2 -> 1.1/1.2/2
    • Shot dispersion penalty during movement: 0.32 -> 0.3
    • Shot dispersion penalty during rotation: 0.32 -> 0.3
  • Chassis 2
    • Rotation speed: 35 -> 36
    • Terrain resistance: 1.3/1.4/2 -> 1/1.1/1.9
    • Shot dispersion penalty during movement: 0.3 -> 0.28
    • Shot dispersion penalty during rotation: 0.3 -> 0.28
  • Turret 1
    • Rotation speed: 40 -> 43
    • View range: 280 -> 300
    • 20 mm pvlvkan m/40
      • Aim time: 1.9 -> 1.7
    • 37 mm pvkan m/38
      • Aim time: 1.7 -> 1.5
  • Updated physics

Strv m/38

  • Chassis 1
    • Terrain resistance: 1/1.35/1.95 -> 1/1.2/1.95
    • Shot dispersion penalty during movement: 0.28 -> 0.24
    • Shot dispersion penalty during rotation: 0.28 -> 0.24
  • Chassis 2
    • Terrain resistance: 1/1.2/1.9 -> 1/1.1/1.9
    • Shot dispersion penalty during movement: 0.26 -> 0.22
    • Shot dispersion penalty during rotation: 0.26 -> 0.22
  • Turret 1
    • 20 mm akan m/40
      • Accuracy: 0.46 -> 0.43
      • Aim time: 1.8 -> 1.6
      • Reload: 5.1 -> 4.3
      • DPM: 1273 -> 1448
      • Shot dispersion penalty during turret rotation: 0.12 -> 0.1
    • 37 mm kan m/38 strv
      • Reload: 2.2 -> 2
      • DPM: 1091 -> 1200
      • Aim time: 2 -> 1.9
  • Turret 2
    • 20 mm akan m/40
      • Accuracy: 0.46 -> 0.43
      • Aim time: 1.8 -> 1.6
      • Reload: 5 -> 4
      • DPM: 1292 -> 1527
      • Shot dispersion penalty during turret rotation: 0.12 -> 0.1
    • 37 mm kan m/38 strv
      • Reload: 2.1 -> 1.9
      • DPM: 1143 -> 1263
      • Aim time: 2 -> 1.9
  • Updated physics

Sav m/43

  • Turret 1
    • 7,5 cm kan m/02
      • Aim time: 1.8 -> 1.7
      • Shot dispersion penalty during turret rotation: 0.16 -> 0.13
    • 7,5 cm kan m/41 ikv L/50 (neglkrut)
      • Shot dispersion penalty during turret rotation: 0.16 -> 0.14
  • Removed Stock Radio
  • Added new Top Radio
  • Updated unlock progression
  • Updated physics

Lago

  • Repair cost: 2.88 -> 2.67
  • Health burn per sec: 44 -> 45.6
  • Hull
    • Health: 400 -> 432
  • Chassis 1
    • Rotation speed: 34 -> 38
    • Terrain resistance: 1.1/1.3/2.2 -> 1.1/1.2/2.2
  • Chassis 2
    • Rotation speed: 38 -> 42
    • Terrain resistance: 1/1.2/2.2 -> 1/1.1/2
  • Turret 1
    • Health: 100 -> 108
    • Rotation speed: 34 -> 38
    • View range: 320 -> 330
    • 47 mm kan m/38 strv
      • Reload: 2.45 -> 2.4
      • DPM: 1469 -> 1500
      • Aim time: 4.04 -> 2
      • Shot dispersion penalty during turret rotation: 0.16 -> 0.12
  • Turret 2
    • Health: 150 -> 138
    • Rotation speed: 36 -> 40
    • View range: 330 -> 350
  • Updated physics

Tomte L-60

  • Chassis 1
    • Rotation speed: 50 -> 54
    • Terrain resistance: 1/1.35/1.95 -> 0.9/1.2/1.95
  • Turret 1
    • Rotation speed: 46 -> 48
    • View range: 300 -> 320
    • 20 mm akan m/Madsen
      • Reload: 2.9 -> 2.4
      • DPM: 1286 -> 1412
      • Aim time: 1.8 -> 1.6
      • Penetration: 27/38/10 -> 30/38/10
  • Updated physics

France

AMX M4 mle. 54

  • Turret 1
    • 120 mm D. 1203 B
      • Reload Time: 11.4s -> 10.2s
      • DPM: 2316 -> 2353
      • Damage: 440/440/530 -> 400/400/515

AMX M4 mle. 51

  • Turret 1
    • 120 mm D. 1203 A
      • Reload Time: 14.6s -> 13s
      • DPM: 1808 -> 1846
      • Damage: 440/440/530 -> 400/400/515
  • Turret 2
    • 120 mm D. 1203 A
      • Reload Time: 13.7s -> 12.3s
      • DPM: 1927 -> 1951
      • Damage: 440/440/530 -> 400/400/515

AMX 50 Foch (155)

  • Turret 1
    • 120 mm AC SA46
      • Reload Time: 42s -> 38s
      • DPM: 3045 -> 3000
      • Damage: 440/440/530 -> 400/400/515

AMX 50 Foch

  • Turret 1
    • 120 mm AC SA46
      • Reload Time: 38s -> 35.8s
      • DPM: 2336 -> 2232
      • Damage: 440/440/530 -> 400/400/515

AMX AC mle. 48

  • Turret 1
    • 120 mm AC SA46
      • Reload Time: 34s -> 29.6s
      • DPM: 2011 -> 2056
      • Damage: 440/440/530 -> 400/400/515

Audace AMX CDA

  • Hull
    • Armor panel 23 (spare track on hull) 38.1 mm -> 20 mm

FCM F4

  • Hull
    • Armor panel 11 (side skirts): 20mm -> 10mm

AMX Tracteur C mle. 1939

  • Turret 2
    • 90 mm mle. 1939 L/42
      • Max Ammo: 40 -> 50

AMX Tracteur C mle. 1940

  • Turret 1
    • 90 mm mle. 1939 L/42
      • Max Ammo: 40 -> 50
  • Turret 2
    • 90 mm mle. 1939 L/42
      • Max Ammo: 40 -> 60

Somua SAu-40

  • Turret 1
    • 75mm APX mle. 1938
      • Max Ammo: 40 -> 50
    • 75 mm AC SA44
      • Ammo: 40 -> 50

AMX 65t

  • Turret 2
    • 120 mm D 1203
      • Reload Time: 15s -> 13.8s
      • DPM: 1760 -> 1739
      • Shell Damage: 440/440/530 -> 400/400/515

AMX 50 120

  • Turret 1
    • 120 mm SA46
      • Reload Time: 35s -> 33s
      • DPM: 2345 -> 2,232
      • Shell Damage: 440/440/530 -> 400/400/515

AMX 50 B

  • Turret 1
    • 120 mm SA46
      • Reload Time: 35.3s -> 32s
      • Clip Rate: 22 -> 24
      • DPM: 2429 -> 2432
      • Shell Damage: 440/440/530 -> 400/400/515

U.K.

FV4202

  • Turret 1
    • 105 mm Royal Ordnance L7A1
      • Reload Time: 9.2s -> 8.6s
      • DPM: 2739 -> 2721
      • Damage: 420/510/510 -> 390/480/480

Centurion Action X

  • Turret 1
    • 105 mm Gun L7A2
      • Reload Time: 8.7 -> 8.3
      • DPM: 2897 -> 2819
      • Damage: 420/420/510 -> 390/390/480

Centurion Mk. 7/1

  • Turret 2
    • 105 mm Royal Ordnance L7A1
      • Reload Time: 11.5s -> 10.2s
      • DPM: 2191 -> 2294
      • Damage: 420/510/510 -> 390/480/480

Chieftain Mk. 6

  • Turret 1
    • 120mm Tank Gun L11A1
      • Reload Time: 9s -> 8s
      • DPM: 2933 -> 3000
      • Damage: 440/440/530 -> 400/400/515

FV215b

  • Turret 1
    • 120mm Tank Gun L11A1
      • Reload Time: 8.8s -> 7.8s
      • DPM: 3000 -> 3077
      • Damage: 440/440/530 -> 400/400/515

Super Conqueror

  • Turret 1
    • 120mm Tank Gun L11A1
      • Reload Time: 9.2s -> 8s
      • DPM: 2870 -> 3000
      • Damage: 440/440/530 -> 400/400/515

Conqueror

  • Turret 1
    • 120mm Gun L1A1
      • Reload Time: 12s -> 10.5
      • DPM: 2200 -> 2286
      • Damage: 440/440/530 -> 400/400/515
  • Turret 2
    • 120mm Gun L1A1
      • Reload Time: 11.5s -> 10.1s
      • DPM: 2296 -> 2376
      • Damage: 440/440/530 -> 400/400/515

FV4004 Conway

  • Turret 1
    • 120 mm AT Gun L1A1
      • Reload Time: 8.3s -> 7.3s
      • DPM: 3181 -> 3288
      • Damage: 440/440/530 -> 400/400/515

Charioteer

  • Turret 1
    • 105 mm AT Gun L7
      • Reload Time: 10.7s -> 10.1s
      • DPM: 2355 -> 2317
      • Damage: 420/510/510 -> 390/480/480

Churchill St. Gloriana

  • Hull
    • Armor panel 14 (spare track on hull): 95 mm -> 115 mm

Tortoise

  • Turret 1
    • 120 mm AT Gun L1A1
      • Reload Time: 7.9s -> 7.1s
      • DPM: 3341 -> 3380
      • Shell damage: 440/440/530 -> 400/400/515

U.S.

M60

  • Turret 1
    • 105 mm Gun M68
      • Reload Time: 8.9 -> 8.3
      • DPM: 2831 -> 2819
      • Damage: 420/420/510 -> 390/390/480

M48A5 Patton

  • Turret 1
    • 105 mm Gun M68
      • Reload Time: 8.6 -> 8
      • DPM: 2930 -> 2925
      • Damage: 420/420/510 -> 390/390/480

T95E6

  • Turret 1
    • 120 mm Gun T123E6
      • Reload Time: 8.6s -> 8s
      • DPM: 3070 -> 3150
      • Damage: 440/440/530 -> 420/420/530

M48A2/T54E2

  • Chassis
    • Shot dispersion penalty during movement: 0.1 -> 0.08
    • Shot dispersion penalty during rotation: 0.1 -> 0.08
    • Rotation speed: 52 -> 56
  • Turret 1
    • 120 mm Gun T123E6
      • Reload Time: 8.5s -> 8.1s
      • DPM: 3106 -> 3111
      • Damage: 440/440/530 -> 420/420/530
  • Engine 1
    • Horsepower: 825 -> 950
  • Updated Physics

M46 Patton

  • Turret 1
    • 105 mm Gun T5E1M2
      • Reload Time: 10.5s -> 9.8s
      • DPM: 2400 -> 2388
      • Damage: 420/420/510 -> 390/390/480
  • Turret 2
    • 105 mm Gun T5E1M2
      • Reload Time: 10.3s -> 9.5s
      • DPM: 2447 -> 2463
      • Damage: 420/420/510 -> 390/390/480

MBT-B

  • Chassis
    • Shot dispersion penalty during movement: 0.15 -> 0.12
    • Shot dispersion penalty during rotation: 0.15 -> 0.12
    • Rotation speed: 36 -> 38
  • Turret 1
    • 120mm RHD
      • Reload Time: 10.3s -> 8.9s
      • DPM: 2621 -> 2899
      • Damage: 450/450/550 -> 430/430/540
  • Updated Physics

T110E5

  • Turret 1
    • 120 mm Gun M58
      • Reload Time: 9.1 -> 8.7
      • DPM: 2901 -> 2897
      • Damage: 440/440/530 -> 420/420/530

T57 Heavy

  • Turret 1
    • 120 mm Gun T179
      • Reload Time: 27 -> 25.4
      • DPM: 3142 -> 3000
      • Damage: 440/440/530 -> 420/420/530

T54E1

  • Turret 1
    • 105 mm Gun T140E2
      • Reload Time: 40.3s -> 36.5s
      • DPM: 2176 ->2204
      • Damage: 420/420/480 -> 390/390/420

M103

  • Turret 1
    • 120 mm Gun T122
      • Reload Time: 11.9s -> 10.3s
      • DPM: 2218 -> 2447
      • Damage: 440/440/530 -> 420/420/530
  • Turret 2
    • 120 mm Gun T122
      • Reload Time: 11.8s -> 10.1s
      • DPM: 2237 -> 2495
      • Damage: 440/440/530 -> 420/420/530
    • 120 mm Gun M58
      • Reload Time: 11.3s -> 10.4s
      • DPM: 2336 -> 2423
      • Damage: 440/440/530 -> 420/420/530

AE Phase 1/ Fangula

  • Turret 1
    • 120 mm Gun M58A
      • Reload Time: 11.9s -> 10.6s
      • DPM: 2218 -> 2377
      • Damage: 440/440/530 -> 420/420/530

Concept 1B

  • Turret 1
    • EXP-7
      • Reload Time: 14.6s -> 12.6s
      • DPM: 1767 -> 1905
      • Damage: 430/430/525 -> 400/400/515

T30

  • Turret 1
    • 120 mm AT Gun T53
      • Reload: 9.9s -> 8.9s
      • DPM: 2667 -> 2831
      • Damage: 440/440/530 -> 420/420/530

T95

  • Turret 1
    • 120 mm AT Gun T53
      • Reload Time: 9.7s -> 9.5s
      • DPM: 2722 -> 2653
      • Damage: 440/440/530 -> 420/420/530

TS-60

  • Chassis
    • Terrain Resistance: 1.1/1.4/2.9 -> 1.1/1.3/2.9
    • Shot dispersion penalties during movement: 0.23 -> 0.2
    • Shot dispersion penalties during rotation: 0.23 -> 0.2
  • Turret 1
    • Rotation Speed: 20 -> 26
    • 120 mm T123E3 SPG
      • Reload: 10.1 -> 9.6s
      • DPM: 2614 -> 2625
      • Accuracy: 0.4 -> 0.35
      • Damage: 440/440/530 -> 420/420/530

T28

  • Turret 1
    • 120 mm AT Gun T53
      • Reload: 9.9 -> 9.5s
      • DPM: 2667 -> 2653
      • Damage: 440/440/530 -> 420/420/530

T28 Prototype

  • Turret 1
    • 120 mm AT Gun T53
      • Reload Time: 10.7 -> 9.9s
      • DPM: 2467 -> 2545
      • Damage: 440/440/530 -> 420/420/530

TS-5/ Bone Shaker

  • Turret 1
    • 120 mm AT Gun M58
      • Reload: 10.4 -> 9.9s
      • DPM: 2538 -> 2545
      • Damage: 440/440/530 -> 420/420/530

T34/ T34 Black Edition

  • Turret 1
    • 120 mm Gun T53A1
      • Reload Time: 13.6s -> 13s
      • DPM: 1941 -> 1938
      • Shell Damage: 440/440/530 -> 420/420/530

Czechoslovakia

Škoda T 24

  • Hull
    • Armor panel 10 (spare track on hull) 60 mm -> 65 mm
    • Armor panel 12 (spare track on hull) 40 mm -> 45 mm

Konštrukta T-34/100

  • Hull
    • Armor panel 23 (spare track on hull) 45 mm -> 65 mm

Ragnarok T-34-100

  • Hull
    • Armor panel 23 (spare track on hull) 45 mm -> 65 mm

TVP VTU Koncept

  • Hull
    • Armor panel 12 (spare tracks on hull) 40mm -> 60 mm


Cold War Balance Changes

Updated ERA Modifiers
  • ATGM: Removed damage reduction modifier and replaced with an improved effective Armor panel modifier
  • HE: Removed damage reduction modifier
    • Vehicles:
      • MBT70
      • Jaguar / Jaguar BF
      • WZ-1224
      • AMX 30B2 Brenus
      • Leclerc T3
      • Leclerc Ares Prototype / Peace Sells
      • Leclerc T4 Terminateur
      • Leopard VT-2
      • Leopard 2KWS III
      • FV4211
      • AMOLAD
      • Bandit
      • Warden
      • Obj. 292
      • Magach 5
      • Magach 6B Gal
      • Magach 6B Gal Batas
      • Magach 7C
      • T-55 Enigma

Expand all

Western Alliance

AMX 30B ‘66

  • Turret 1
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5
  • Turret 2
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5

AMX 30B2

  • Turret 1
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5
  • Turret 2
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5

AMX 30B2 Brenus

  • Turret 1
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5
  • Turret 2
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5

AMX 32

  • Turret 1
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 4.53
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5
  • Turret 2
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 4.53
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5

AMX 40

  • Turret 1
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 4.53
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5
  • Turret 2
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 4.53
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5

AMX 30B2 FORAD

  • Turret 1
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5

Marder 1A1

  • Turret 1
    • 20 mm Rheinmetall MK 20 RH 202
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 2.06
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 60
        • Heat Per Shell: 1
    • 20 mm Rheinmetall Mk20 RH202 v2
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 2.06
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 65
        • Heat Per Shell: 1
  • Turret 2
    • 20 mm Rheinmetall Mk20 RH202
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 2.06
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 60
        • Heat Per Shell: 1
    • 20 mm Rheinmetall Mk20 RH202 v2
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 2.06
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 65
        • Heat Per Shell: 1

Marder 1A3

  • Turret 1
    • 20 mm Rheinmetall MK 20 RH 202
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.30
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 80
        • Heat Per Shell: 1
    • 20 mm Rheinmetall Mk20 RH202 v2
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.30
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 85
        • Heat Per Shell: 1
  • Turret 2
    • 20 mm Rheinmetall Mk20 RH202
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.30
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 80
        • Heat Per Shell: 1
    • 20 mm Rheinmetall Mk20 RH202 v2
      • Max Ammo: 1250 -> 1260
      • Clip Size: 75 -> 420
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.30
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 85
        • Heat Per Shell: 1

Wiesel 1 MK

  • Chassis 1
    • Shot dispersion penalty during movement: 0.11 -> 0.15
    • Shot dispersion penalty during rotation: 0.11 -> 0.15
  • Turret 1
    • Yaw limits: -180/180 -> -110/110
    • 20 mm Rheinmetall MK 20 RH 202
      • Max Ammo: 700 -> 800
      • Clip Size: 100 -> 160
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 2.18
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 65
        • Heat Per Shell: 1

MBT 70

  • Turret 1
    • 20 mm Rheinmetall MK 20 RH 202
      • Reload Time: 18.5s -> 3s
      • Clip Size: 75 -> 750
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.17
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 65
        • Heat Per Shell: 1.25

XM800T

  • Turret 1
    • 20mm Cannon M139
      • Clip Size: 75 -> 600
      • Added access to Improved Ventilation equipment
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 2.78
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 78
        • Heat Per Shell: 1.2

Eastern Alliance

BMP-2

  • Turret 1
    • 30mm 2A42 Autocannon
      • Max Ammo: 600 -> 500
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 70
        • Heat Per Shell: 1.5
    • 30mm 2A42 Autocannon v2
      • Max Ammo: 600 -> 500
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 75
        • Heat Per Shell: 1.5
  • Turret 2
    • 30mm 2A42 Autocannon
      • Max Ammo: 600 -> 500
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 70
        • Heat Per Shell: 1.5
    • 30mm 2A42 Autocannon v2
      • Max Ammo: 600 -> 500
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 75
        • Heat Per Shell: 1.5

BMP-3

  • Turret 1
    • 30mm 2A72
      • Max Ammo: 600 -> 500
      • Reload Time: 10.5s -> 5s
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 75
        • Heat Per Shell: 1.25
    • 30mm 2A72 v2
      • Max Ammo: 600 -> 500
      • Reload Time: 10.5s -> 5s
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 80
        • Heat Per Shell: 1.25
  • Turret 2
    • 30mm 2A72
      • Max Ammo: 600 -> 500
      • Reload Time: 10.5s -> 5s
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 75
        • Heat Per Shell: 1.25
    • 30mm 2A72 v2
      • Max Ammo: 600 -> 500
      • Reload Time: 10.5s -> 5s
      • Clip Size: 200 -> 500
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.38
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 75
        • Heat Per Shell: 1.25

T-72M2E “Moderna”

  • Turret 1
    • Oerlikon Contraves 204KAA
      • Reload Time: 18.5s -> 3s
      • Added Overheat Mechanics
      • Heat Cooldown Rate: 10.81
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 100
        • Heat Per Shell: 1.5

Object 477A “Molot”

  • Turret 1
    • 30 mm 2A42 Autocannon
      • Max Ammo: 600 -> 400
      • Reload Time: 23.5s -> 5s
      • Clip Size: 200 -> 400
      • Damage: 15/15/25 -> 25/25/35
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.21
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 60
        • Heat Per Shell: 1.5

Independents

MLI-84M

  • Turret 1
    • 20 mm Oerlikon KBA-B07AA
      • Max Ammo: 700 -> 600
      • Clip Size: 100 -> 200
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.84
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 75
        • Heat Per Shell: 2

Winter Warrior

  • Turret 1
    • 20mm GIAT M693
      • Max Ammo: 1050 -> 1000
      • Clip Size: 75 -> 500
      • Added Overheat Mechanics
        • Heat Cooldown Rate: 3.63
        • Overheat Cooldown Delay: 5 seconds
        • Maximum Heat: 55
        • Heat Per Shell: 1.5

ISSUES ADDRESSED

General

  • Addressed an issue where ammo set to gold resupply can display Silver as the selected currency after re-entering the ammo panel
  • Players can no longer access the customized garage while in the queue
  • Toggling ready/unready status in a platoon no longer causes a vehicle creation error when attempting to enter the queue
  • Friend button no longer disappears when tabbing through the Store
  • Pause Menu: Player count display now supports enough digits to display the information
  • Scroll bar for the Challenge descriptions is now more visible

Tanks

  • Fury: Corrected the mud textures on the tank
  • AMX 40: Corrected the MoE texture
  • DBV 152: Adjusted the inscription locations
  • The FV201 (A45) + Black Edition: Added the missing gun name

Maps

  • Siegfried Line: Collision model now matches visual model for the edge of a wall at D5
  • Heilbronn: Adjusted terrain to fill a visual gap at C7
  • Dezful: Adjusted the VFX of the waterfall to reduce brightness
  • Ghost Town: Collision model of a rubble pile now matches the visual model at C6/7
  • Severogorsk: Adjusted the terrain at H2 to prevent unintended access to the mountain
  • Mountain Pass: Adjusted mine carts so they are no longer floating
  • Tundra: Fixed various gaps in the terrain
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