World of Tanks Comes To Steam 10 Years After Its Original Release

World of Tanks has been around for a long time--ten years, in fact. The free-to-play tank combat game was developer Wargaming's first online title and originally launched on the PC way back in April 2011. This week, it's finally coming to Steam.

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In a press release, the developer announced that World of Tanks is now playable through Steam in addition to Wargaming's own launcher. Fortunately, players on either Steam or the original PC version will be able to play with each other.


Now Playing: World of Tanks - Tanks on the Moon Trailer

There is one catch to this launch, however. If you're already a World of Tanks player, you won't be able to transfer your account over to the Steam version. You'll either have to continue playing the original PC release or create a new account.

This isn't the first time that the World of Tanks franchise has been on Steam, though. Back in 2016, the developer launched a Steam version of World of Tanks Blitz, a 7 vs. 7 game that was originally on mobile devices (the full PC version features 15 vs. 15 fights).

Silent Hill's Creative Team Worked On World Of Tanks' Halloween Event

Between October 26 and November 9, World of Tanks is getting a Halloween event from Silent Hill's creative minds. Masahiro Ito, the art director of the Silent Hill franchise, and composer Akira Yamaoka collaborated with Wargaming to create a new World of Tanks PVE co-op event.

Utilizing "unique co-op mechanics," players will fight against mysterious tanks while exploring a town called Mirny-13. In the event's custom map, players in teams of five will ride modified Tier IX tanks. Their task is to discover why peculiar supernatural events, likely related to a "scientific experiment gone wrong," are occurring

World Of Tanks Season 2 Starts Tomorrow

World of Tanks is deploying update 1.9.1 and Battle Pass Season 2 on June 11, adding a new Berlin map and new tank customizations.

The new update adds a realistic Berlin map featuring four main battle areas and historic battles to the random battles map pool. It also adds new progressive decals that evolve as you complete special objectives and makes decals that were previously locked to specific nations are now available for all tanks.

The Season 2 Battle Pass features Credits, blueprint fragments, and more. The main rewards for completing stage 45 are "an exclusive 3D style for one of the Tier X vehicles, chosen by the player." The full patch notes can be found on World of Tanks' official website or below.

Update 1.9.1: List of Changes

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Vehicle Customization

  • Added a new customization element: Progressive Decals. They change their appearance as the player progresses through certain objectives.
  • Added the functionality to edit some styles. Now players can:
    • Add Progressive Decals that can be received for, and improved by, completing certain conditions
    • Replace/hide elements the new styles include
  • There will be Projection Decals (square and rectangular ones) for all Tiers.
  • Now national Emblems can be removed from adjustable Styles. When creating your own Style, actions with Emblems remain unchanged.

New Adjustable Style

  • Added a universal adjustable Style for all nations. Players can select and replace Camouflage, Emblems, and fonts of tactical numbers.

Maps

  • Added the Berlin map. The Standard and Encounter Battles types are available. The map is available for playing in vehicles of Tiers IV-X.
  • Disabled the Encounter battle type for the Empire's Border map.

Battle Pass

  • Added Battle Pass: Season 2. Once Season 2 starts, all progress for Battle Pass Season 1 is reset, including the Point Limits for all vehicles.
  • The following changes were made for Season 2:
    • Added new rewards for Main Progression Stages: customization elements, 3D styles, custom crew members and crew skins, and new Bounty Equipment (Bounty Optics and Bounty Stabilizer).
    • Added Projection Decals as rewards for some Elite Progression Stages.
    • Improved the functionality of selecting final rewards when the Improved Pass is available.
    • Improved player notifications for the case when a player does not have vehicles that are suitable for earning points in Battle Pass.
    • Improved the functionality of selecting final rewards when the Improved Pass is available.
    • Implemented handling of situations when a player does not have vehicles in their Garage that can be used to earn Progression Points for Battle Pass.
    • Reworked the navigation on the Main Progression screen.
    • Made changes to a number of screens and windows.

Visual Effects

  • Added new interaction effects between vehicles and surface types such as "oil" and "fuel oil" (shell hits, effects under the tracks, etc.)

Fixed Issues

  • Fixed the issue of improperly displayed vehicles that drowned.
  • Fixed the issue when a vehicle with a high top speed would get stuck in an upright position when hitting an obstacle.
  • Fixed the issue of track repairs completing too quickly for the Т54Е1.
  • Fixed the issue of the volume of the vehicle destruction sound being too low.
  • Fixed the issue when the opponent who destroyed the player's vehicle was forcibly displayed irrespective of the selected settings in Frontline mode.
  • Fixed the issue that kept the aiming settings selected in the Garage from being applied in battle.
  • Fixed the issue of the missing Marks of Excellence on the guns of the A-20 and the Covenanter.
  • Fixed the issue of improperly displayed models of allied vehicles in Frontline mode.

Known issues

  • The time for the transition to the Garage after applying customization elements has increased.
  • There is no protection from spam-clicking on the minimap.
  • In some cases, sequence of events in damage log is distorted.
  • The client cannot be maximized to full-screen mode while the player is having a Skype call.
  • If a vehicle falls on the ground without damage to any modules, the sound of suffering damage is played.
  • Oscillating aiming circle in the 16x and 25x magnifications in Siege Mode during Frontline battles.
  • The reticle indicator remains on the SPG after switching to Artillery mode if a vehicle partially intersects the red line.
  • Events at the end of the battle are not synchronized with the text of the battle result.
  • In some cases, automatic repair/replenishment of ammo and consumables after a battle does not take place, even if the amount of credits on the account is sufficient.
  • In some cases, fallen trees fall through the terrain.
  • Consumables are not replenished from the Depot if the player does not have enough credits for a complete automatic ammunition resupply.
  • Upon successful completion of the Alliance-14 mission during the Chimera operation, the failed mission icon is displayed after the battle.
  • The Marks of Excellence on some vehicles appear doubled when zooming the camera out.

Changes to Vehicle Technical Characteristics

France

  • Added the Lorraine 50 t

U.K.

  • Cavalier
    • Changed the dispersion of the 75 mm Gun Mk. V in the А24 Vauxhall turret from 0.42 to 0.41 m
    • Changed the dispersion of the 3.7-inch Howitzer in the А24 Vauxhall turret from 0.56 to 0.53 m
    • Changed the reload time of the 75 mm Gun Mk. V in the А24 Vauxhall turret from 3.7 to 3.3 s
    • Changed the reload time of the 3.7-inch Howitzer in the А24 Vauxhall turret from 8.2 to 7.5 s
    • Changed the aiming time of the 3.7-inch Howitzer in the А24 Vauxhall turret from 2.6 to 2.3 s
    • Changed the top speed from 40 to 46 km/h
    • Changed the reverse speed from 16 to 18 km/h
    • Changed the engine power of the Nuffield Liberty Mk. IVA engine from 410 to 450 h.p.
  • Covenanter
    • Decreased the dispersion during movement of the Covenanter Mk. I suspension by 12%
    • Decreased the dispersion during movement of the Covenanter Mk. III suspension by 12%
    • Decreased the dispersion on hull traverse of the Covenanter Mk. I suspension by 12%
    • Decreased the dispersion on hull traverse of the Covenanter Mk. III suspension by 12%
    • Changed the dispersion of the OQF 3-inch Howitzer Mk. I in the Covenanter Mk. IV CS turret from 0.53 to 0.49 m
    • Decreased the dispersion on turret traverse of the OQF 3-inch Howitzer Mk. I in the Covenanter Mk. IV CS turret by 17%
    • Decreased the dispersion of the OQF 3-inch Howitzer Mk. I in the Covenanter Mk. IV CS turret after firing a shot by 25%
    • Changed the dispersion of the QF 40 mm Mk. VI Bofors gun in the Covenanter Mk. IV CS turret from 0.39 to 0.41 m
    • Changed the reload time of the QF 40 mm Mk. VI Bofors gun in the Covenanter Mk. IV CS turret from 5.5 to 6 s
    • Changed the reload time of the OQF 3-inch Howitzer Mk. I in the Covenanter Mk. IV CS turret from 4.3 to 4 s
    • Changed the penetration value for the SAP Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 63 to 86 mm
    • Changed the penetration value for the APHV Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 101 to 112 mm
    • Changed the damage value for the SAP Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 50 to 60 HP
    • Changed the damage value for the HE Mk. 2T shell of the QF 40 mm Mk. VI Bofors gun from 60 to 75 HP
    • Changed the damage value for the APHV Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 50 to 60 HP
    • Changed the top speed from 50 to 55 km/h
    • Changed the reverse speed from 20 to 22 km/h
    • Changed the engine power of the Meadows D.A.V. O.C. engine from 360 to 400 h.p.
    • Changed the vehicle durability with the Covenanter Mk. I turret from 475 to 510 HP
    • Changed the vehicle durability with the Covenanter Mk. IV CS turret from 500 to 540 HP
  • Cruiser Mk. IV
    • Changed the dispersion of the QF 40 mm Mk. VI Bofors gun in the Cruiser Mk. IVA turret from 0.41 to 0.43 m
    • Changed the reload time of the QF 40 mm Mk. VI Bofors gun in the Cruiser Mk. IVA turret from 6 to 7 s
    • Changed the penetration value for the SAP Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 63 to 86 mm
    • Changed the penetration value for the APHV Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 101 to 112 mm
    • Changed the damage value for the SAP Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 50 to 60 HP
    • Changed the damage value for the HE Mk. 2T shell of the QF 40 mm Mk. VI Bofors gun from 60 to 75 HP
    • Changed the damage value for the APHV Mk. 1T shell of the QF 40 mm Mk. VI Bofors gun from 50 to 60 HP
  • Crusader
    • Decreased the dispersion during movement of the Crusader Mk. I suspension by 12%
    • Decreased the dispersion during movement of the Crusader Mk. III suspension by 17%
    • Decreased the dispersion on hull traverse of the Crusader Mk. I suspension by 12%
    • Decreased the dispersion on hull traverse of the Crusader Mk. III suspension by 17%
    • Changed the dispersion of the QF 6-pdr Gun Mk. V in the Crusader Mk. III turret from 0.41 to 0.37 m
    • Changed the dispersion of the OQF 3-inch Howitzer Mk. I in the Crusader Mk. I turret from 0.55 to 0.49 m
    • Changed the dispersion of the OQF 3-inch Howitzer Mk. I in the Crusader Mk. III turret from 0.55 to 0.49 m
    • Decreased the dispersion on turret traverse of the OQF 3-inch Howitzer Mk. I in the Crusader Mk. I turret by 17%
    • Decreased the dispersion of the QF 6-pdr Gun Mk. V in the Crusader Mk. III turret after firing a shot by 43%
    • Decreased the dispersion of the OQF 3-inch Howitzer Mk. I in the Crusader Mk. I turret after firing a shot by 25%
    • Decreased the dispersion of the OQF 3-inch Howitzer Mk. I in the Crusader Mk. III turret after firing a shot by 25%
    • Changed the aiming time of the QF 6-pdr Gun Mk. V for the Crusader Mk. III turret from 2.3 to 2 s
    • Changed the view range in the Crusader Mk. I turret from 340 to 360 m
    • Changed the view range in the Crusader Mk. III turret from 360 to 370 m
    • Changed the top speed from 50 to 58 km/h

U.S.S.R.

  • A-20
    • Changed dispersion of the 76 mm L-11 gun in the SP-3 turret from 0.46 to 0.43 m
    • Changed dispersion of the 45 mm VT-42 gun in the SP-3 turret from 0.39 to 0.37 m
    • Decreased the dispersion on turret traverse of the 45 mm VT-42 gun in the SP-3 turret by 20%
    • Decreased the dispersion of the 45 mm VT-42 gun in the SP-3 turret after firing a shot by 43%
    • Changed the reload time of the 76 mm L-11 gun in the SP-3 turret from 6 to 5 s
    • Changed the reload time of the 45 mm VT-42 gun in the SP-3 turret from 2 to 1.9 s
    • Changed the view range of the A-20 mod. 1938 turret from 340 to 350 m
    • Changed the vehicle durability with the A-20 mod. 1938 turret from 475 to 520 HP
    • Changed the view range in the SP-3 turret from 350 to 360 m
    • Changed the vehicle durability with the SP-3 turret from 500 to 560 HP
    • Changed the reverse speed from 20 to 23 km/h
  • BT-7
    • Decreased dispersion during movement of the BT-5 suspension by 9%
    • Decreased dispersion during movement of the BT-7 suspension by 20%
    • Decreased dispersion on hull traverse of the BT-5 suspension by 9%
    • Decreased dispersion on hull traverse of the BT-7 suspension by 20%
    • Changed the hull traverse speed of the BT-5 suspension from 50 to 48 deg/s
    • Changed the hull traverse speed of the BT-7 suspension from 54 to 52 deg/s
    • Changed the dispersion of the 45 mm 20K gun in the BT-7 mod. 1935 turret from 0.46 to 0.44 m
    • Changed the dispersion of the 45 mm 20K gun in the BT-7 mod. 1937 turret from 0.45 to 0.42 m
    • Decreased the dispersion of the 45 mm 20K gun in the BT-7 mod. 1935 turret after firing a shot by 33%
    • Decreased the dispersion of the 45 mm 20K gun in the BT-7 mod. 1937 turret after firing a shot by 33%
    • Changed the reload time of the 45 mm 20K gun in the BT-7 mod. 1935 turret from 2.3 to 2.1 s
    • Changed the reload time of the 45 mm 20K gun in the BT-7 mod. 1937 turret from 2.1 to 1.9 s
    • Changed the turret traverse speed of the BT-7 mod. 1935 turret from 36 to 38 deg/s
    • Changed the turret traverse speed of the BT-7 mod. 1937 turret from 38 to 40 deg/s
  • KV-1S
    • Changed dispersion of the 122 mm Howitzer S-41 in the KV-122 mod. 1944 turret from 0.52 to 0.48 m
    • Decreased the dispersion for the 122 mm Howitzer S-41 in the KV-122 mod. 1944 turret after firing a shot by 25%
    • Decreased the dispersion for the 85 mm S-31M gun in the KV-122 mod. 1944 turret after firing a shot by 25%
    • Changed the turret traverse speed of the KV-122 mod. 1944 turret from 28 to 31 deg/s
    • Changed the depression angle of the 85 mm S-31M gun in the KV-122 mod. 1944 turret from -3.5 to -5 deg

Halo Infinite Multiplayer Microtransaction System Is Coming Into Focus

As a free-to-play standalone game, Halo Infinite multiplayer embraces microtransactions in its business model, just like Fortnite, Call of Duty: Warzone, Apex Legends, and many others. 343 Industries has now begun to lay out its vision for Halo Infinite as it relates to what will be available in the store to buy with real money.

The studio divulged these details in the latest installment of the Inside Infinite series, and we're rounding up the key details.

Starting with cosmetics, players can unlock new customization items in Halo Infinite multiplayer at launch through a variety of means, including by spending real money. Specific price points have not been announced yet, however.

Spending money is just one way to unlock the cosmetic content, as players can also earn this through weekly rewards, grinding through the battle pass, taking part in special and seasonal events, reaching specific skill ranks, and even by achieving "various accomplishments" in Halo Infinite's campaign. You can also unlock cosmetic content through Halo's deals with brands like Mega Construx and Rockstar Energy.

In addition to cosmetic content, players can spend real money on the following:

  • Challenge Swaps -- These allow you to swap out one of your weekly challenges. These can also be earned through gameplay and other means [read more here].
  • XP Boosts -- These give players double XP for weekly and daily challenges. The boosts run for 30 minutes, though this is a non-final time as the game remains in development. Boosts can also be earned through gameplay and other means [read more here].

343 also shared some of its overall philosophy about Halo Infinite customization, saying it has a "player first" approach. "We want to ensure that we're respecting players' time for unlocks they've earned and purchases they make. For customization, this means ensuring that each unlock comes from a consistent vector."

As an example, anyone who buys a battle pass outright can rest assured that the content it contains "won't be offered via any other means." This should help players feel their purchase holds value, or at least that's the idea. Additionally, content unlocked during Halo Infinite's seasonal events won't be available elsewhere, though this won't necessarily always be the case. Some DLC from promotional partnerships that is exclusive for a period of time may eventually be released for everyone later one.

Here is a quick rundown of all the ways you can unlock cosmetics in Halo Infinite multiplayer:

  • Weekly Ultimate Rewards
  • Seasonal Battle Pass rewards (both free and premium tracks)
  • Fracture Events - i.e. the “Yoroi” / Samurai armor
  • Special or Seasonal Events - i.e. a special nameplate commemorating a real-world event, earning a Unicorn nameplate during a 343 Playdate, etc.
  • Partnership and promotional items - i.e. Mega Construx codes or Rockstar Energy Drinks
  • Skill Ranks – achieving a specific Skill ranking/tier for a season will award a unique cosmetic item
  • Xbox Game Pass Ultimate Perks
  • In- game store purchases
  • Halo Infinite Campaign - some unique Multiplayer cosmetics are rewarded for various accomplishments within the Campaign

Again, 343 has not yet announced the specific price points for any of its microtransaction offerings or the battle pass. It is no surprise that Halo Infinite will have a robust microtransaction/live service offering, as a job ad called for someone to use human psychology systems to encourage people to keep coming back. As a free-to-play game, getting people to come back is essential to the ongoing health of Halo Infinite multiplayer.

Halo Infinite does not have per-match XP, and instead the game focuses exclusively on driving players into the battle pass and progressing that way.

After a big delay, Halo Infinite's free multiplayer and campaign are set to be released on December 8. The next Halo Infinite multiplayer beta test is coming up on September 23, featuring 4v4 Arena Slayer. After that, 343 will run a test for Halo Infinite's new Big Team Battle mode. Here is the full schedule for the upcoming Halo Infinite beta tests.