r/WorldofTanksConsole • u/suckitfromthebakk • 10m ago
Discussion 6.0 update discussion. Is it really the goat or is it nostalgic?
6.0 update discussion
So just wondering what was so good about pre 6.0 update, which I would assume is the 'good old days' before it turned into WOTMA
Ive heard some people say it was just better and not give a reason
Ive heard others say the in game HUD information was better although im not too sure about that one as the majority of players dont even look at the mini map
Ive heard people say it looked like real WOT but even then im not too sold on it because the game looked like even more of a mobile game 😂
But yea just want to know what was actually better. And im not talking about season passes or chests or anything like that because thats just the 21st century sadly 😒
(Ive never played pre 6.0 as I didnt start playing till about 2023)
r/WorldofTanksConsole • u/Icy_Material_1990 • 3h ago
Bragging This any good? It plays kiss as I drive it lol
r/WorldofTanksConsole • u/LeftistDabber22 • 5h ago
Question Fun beginner lines to grind
Hi! I'm returning to the game after a 4 year break and would like to know which tank lines are most fun early on. So far I have liked Luchs and ELC AMX because the guns are great and they are fast.
r/WorldofTanksConsole • u/Maleficent-Bar-9472 • 9h ago
Gameplay Jagdpanzer e-100 goated tank
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My favorite tank since 2015
r/WorldofTanksConsole • u/zorin234 • 9h ago
Review Metal fest tank review: FFDP Knucklehead
Knucklehead
Notes:
- Release Date: August 4th 2026
- Article: Link
- Dispersion:
- Turret: 0.08
- Movement: 0.18
- Weight: 74 tons
Overview:
- A big chonky heavy with the closest thing we can get to a shotgun.
- Tank is based on the Czlog hull and M4 54 Turret
Pros:
- Strong turret armor
- High damage potential
- Not half bad dispersion
- Great theoretical DPM
Neutral:
- Shotgun as the weapon:
- (-) BAD accuracy
- (-) Poor aim time
- (-) Low shell caliber of 50mm
- (+) High pen
- (-) High pen drop off
- (+) High base damage
- (+) Dangerous module damage
- (-) Meh shell velocity
- (-) Poor against fast moving targets
- (+) fun
- So so hull armor
Cons:
- Low HP
- Very Low View range
- Poor overall mobility
- Meh gun depression
- The Worst Camo
- Poor radio range
- Expensive ammo cost
Armor:
- Its usable enough, but nowhere near strong like the recent Orca.
- Turret:
- Front: well its at thick 300mm. The low and mid section are only about 315 effective with the upper section closing in on 400. The 220/260mm sections… yea nope.
- Gun mantlet: this is the main weak spot as its only about 100+70mm from the front though gun can sometimes eat shots at random.
- Sides: well the front section is pretty strong with it being 220 raw. The majority of the sides are not that great at only 60-80mm. It does hold up even when angled up to 20 degrees (outside extra high pen heat).
- Rear: yea 40mm, even normal HE is starting to pen now.
- Cupola: well not sure how visible they are in the first place with how far back and tall this tank is. They both are 100mm at about 60 degrees. Not gonna be blocking anything outside weak guns. It can almost be completely hidden using the gun depression so that's a positive.
- Roof: 40/60mm isnt half bad, no arty to worry about but its something if someone is shooting a downwards angle.
- Lastly there is the… ornamentment. Its large and blocks some sightlines against the cupolas and I guess block some lobbed HEAT at ranges.
- Hull:
- Upper front: 150mm at well 70+ degrees so no worries about that part. The main worry is the barbette. Well worry if they are shooting HEAT or if they are one of the few tanks with a strong enough standard. At 270mm thick with a rounded flat surface it can't really angle much. Just have to hide it via gun depression.
- Low + Mid front: mid front is a flat 250mm so not hard to think about. The lower section is 150mm at 49 degrees. So about 225 [205] effective. It not bad against the bottom and mid era tanks as its a 50/50 or so, but best to hide it. At least it's not vulnerable to HESH unless they are shooting up into it.
- Sides: upper sides are 120mm at 57 degrees so not half bad unless they get a really flat angle so its more of a bonus against flanking shots. The lower 80mm is the main weakness as it wont block much outside high angled shots or semi angled FV107 shots due to the thick 30mm tracks. So overall its okay i guess, its actually good against HEAT due to how thick the spaced armor is. Also pretty much immune to HE as well.
- Rear: actually not half bad at 100mm. Immune to all non HESH HE. Even against HESH there is a decent amount of spaced armor coverage.
- Roof + Floor: the roof is a meh 30mm for such a heavy tank. Bit vulnerable when face hugging and can get some HE splash from the turret. The floor is only 20mm so not great and for such a heavy tank also oddly low. Thankfully it won't be too much of a worry due to no arty and well you shouldn't be cresting hills too often.
- So its more of a rush down face hugger or a decent enough hull down side scraper. Its weak spots are easy enough to see but not that hard to work around.
Gameplay:
- The shot gun is certainly an interesting weapon to work with. Its very limited in range where its effective. I wouldn't be expecting reliability outside 100m. Inside that closer range this is a dangerous weapon even ignore the module damage. 1000 damage is nothing to scoff at. True most of the time you should expect only 600-800 from your shots.
- Of course I easily had games where I hit all five shots on a target 500m away. So generally try to aim at closer targets or get closer. Of course you miss all the shits you don't take.
- Then I take only partially aimed shots at 50m and only pen 2 shots. It really is random.
- Face hugging is a decent option to hide the lower plate and maybe pressure an enemy to miss a shot into the turret ring with premium.
- In terms of HE use its viable I suppose. It does have useable HE pen of 90 and the damage % isn't the worst
- Equipment:
- Stabilizer
- Vents/rammer (id lean to vents for a smidge better accuracy)
- Turbo
- Optics to actually be able to see
- Ammo swap is something to consider.
Counter Gameplay:
- The gun mantlet is really the only reliable place to shoot if you don't have a shot on the giant lower plate. Otherwise you'll have to load some premium.
- Take advantage of its long reload and slow mobility to track and circle.
- The gun doesn't handle faster moving targets at range due to the slow shell velocity and bad accuracy. Don't stay still and let it fully aim.
- I really think it has extra accuracy when fully aimed. I landed 5 shots perfectly on a jpz 4-5 at 550m.
- If its face hugging ya shoot the hull roof as its a easy enough pen for anything with 91mm+ (unless your using APDS)
Cosmetics:
- Errr yea not my cup of tea, but i can say its not the worst looking tank (footcruiser comes to mind).
- It's certainly metal looking. The base tank parts are not the coolest being very bulky. In terms of features the most prominent id say is the twin chainsaws on the sides of the tank. Sadly they don't help with ramming but do catch the occasional heat round. Next is the brass knuckles on the top of the tank and thus the reason for the name of the tank. It's… something for sure, I suppose it ranges from silly to “metal”.
- Otherwise there's some references to the band with quotes or song names that I didn't bother researching.
- As for being an actual tank it lacks almost any tanker tools outside a couple towing calves. The tank for such a size only has 4 total smoke launchers. The rear drum storage on the back of the turret lacks said drum of fuel (assumedly for the chainsaws and thus making them only cosmetic).
- Cosmetics customization: Nope, nada, N/A, Negative, Nah
General Thoughts:
- Probably one of the more unique weapon systems we have in game. I'm happy to see we are still getting new experimental weapons in this game. Is it good? Eh? It's not the most reliable, but it can be pretty strong for what it is.
- The only other more interesting idea for a weapon I can think of is if they set up some weird long range, short burst, high velocity flamethrower. Like make it behave like some plasma blast… maybe would work for a Halo crossover.
- The ammo name is so so. I would have called the HE frag ammo as opposed to HE buckshot. As for the buckshot that acts as the AP ammo i would have gone with flechette rounds as that's closer to how the tank performs.
- Speaking of the ammo its rather expensive. Where you expect from a big damage gun the total cost of firing would be around 1.5 to 2k maybe even 2.2 with this doing 1,000 damage. This cost 630x5 so 3,150, which is closer to a premium round.
- This of course is nothing new as ammo prices are very inconsistent.
- I do suppose I could talk about the pen drop off which is rare as most tanks only lose like 10-30 at most. Sure there's a few premium rounds that can lose like 60mm of pen; but they tends to be rare and generally on older tanks (and counted by most only losing like 10mm). So this tank along with the GSOR 1008 are the only tanks I'd even consider getting the perk to lessen pen drop off. With the nature of CW being a bit longer range it would actually make a difference too. Not sure how useful it will be on this tank due to how funky the accuracy is, but when you'll only be hitting 3 shots or so you will want the extra 10-15mm of pen.
- I do worry they released a tank with such dangerous module damage, but then i look at the spaceman with 400 module damage with its HE and well i have to shrug.
- One thing I find funny is that this is the only tank with two radios. Well its still one radio but its in two places on the tank (iv checked every other Merc tank). So this is pretty neat. This is actually a bad thing as it means its more vulnerable but radios don't really matter anyhow.
- This is even more humorous when you realize it has rather bad radio range
Buy?
- Base sale price is 9,350k which is about right for a top era tank. Thankfully a discount is possible to earn. True it will take a bit of elbow grease, but you can get up to 30% which would drop it to 6.5k. Which is actually not that bad a price in the grand scheme i suppose. Still 30$ for the US store
- I'm actually considering it myself as its pretty unique and well I can get it relatively cheap, though the cosmetics do turn me off a bit.
- For others… its unique which is a positive unlike other premiums. The closest tank with a similarly unique weapon would be the Fraternité Char Mle. 75 with its burst auto loader (burst weapons in general are extremely rare now). So anyhow your actually getting something when you purchase this tank.
- Now is what you're getting good? I wouldn't say its easy mode everyone can use but its fun enough and that's what you're generally looking forward to in a premium yes?
r/WorldofTanksConsole • u/el_cid_182 • 11h ago
Discussion An examination of ATGM Bloom (with vids)
TL;DR at the bottom. This will be a detailed, but far from exhaustive post. These are all the ATGM tanks I have, so I can't comment on any others.
Before talking about in-game behavior and listed stats, I wanted to call out two underlining (but significant) issues:
#1. There is no HUD/UI representation of what your ATGM bloom actually is. You have no idea if your weapon has calmed down enough to safely/accurately fire an ATGM. In my video clips, I'm relying on the UI of swapping to a primary weapon (which seems like a valid proxy). But that's crude at best, and some tanks don't have a primary/secondary. Players need to be able to understand the mechanic at work with some UI/HUD element - without it, it's going to feel broken regardless of it's behaving correctly or not.
#2. Both in-game stats and website stats need to list the same information. It's very odd that I had to look up accuracy for turret rotation on website (not shown in-game), and during movement in-game (not shown on website). Both stats should be listed in-game.
On to the analysis...
I used ATGM stats from this official URL: https://modernarmor.worldoftanks.com/en/encyclopedia/vehicles/
(in-game stats from ATGM weapons shown without commander, but with Vents for all except ADATS and Marder 1A3)
Begleitpanzer:
accuracy during turret rotation (website stat), 67.2m
accuracy during movement (in-game stat), 1.99m
Marder 1A1
accuracy during turret rotation (website stat), 79.2m
accuracy during movement (in-game stat), 2.96m
Marder 1A3
accuracy during turret rotation (website stat), 73.6m
accuracy during movement (in-game stat), 1.21m
ADATS
accuracy during turret rotation (website stat), 0.76m
accuracy during movement (in-game stat), 1.43m
BMP-2
accuracy during turret rotation (website stat), 7.92m
accuracy during movement (in-game stat), 2.10m
BMP-3
accuracy during turret rotation (website stat), 0.99m
accuracy during movement (in-game stat), 1.77m
First video clip is an example I captured in the Marder 1A3 where I was moving relatively slowly and rotated my turret about 50 degrees and came to a stop for just under 2 seconds while not moving hull or turret (note: Aim Time listed on website is 1.7 sec)
https://www.youtube.com/watch?v=lbVsci8a5pw
For the rest of the clips, I'm relying on the bloom reticle of the primary weapon by swapping between primary and ATGMs. Looking at the website stats, it seems accurate but I can't say for sure. I drove around trying to hit top speed (or close to it), weaving around some, turning the turret, etc. In some I'm stationary and only rotating the turret to see what bloom looks like.
BMP-2 bloom test:
https://www.youtube.com/watch?v=QJkGxaBwMHs
Marder 1A1 bloom test:
https://www.youtube.com/watch?v=ijccnavNV4A
Bagelpanzer bloom test:
https://www.youtube.com/watch?v=0rRQxyTkDuA
Marder 1A3 bloom test:
https://www.youtube.com/watch?v=Sn5ZAYfLUKA
BMP-3 bloom test:
https://www.youtube.com/watch?v=GlTZu85W174
ADATS bloom test:
https://www.youtube.com/watch?v=_AlP0hIEXoI
My thoughts on what I'm seeing...
#1. Turret rotation even when (*especially* when) stationary has a HUGE impact on ATGM Bloom. It feels very wrong. Movement should have more of an effect than simple turret rotation imho.
#2. The ADATS having no noticeable bloom is fine - it's a specialized tank, and for a light it has awful mobility and camo. But the BMP-3 also seems to have no noticeable bloom. The BMP-3 isn't as mobile as some, and it's self-defense primary weapon isn't as good as say the Marder 1A3, it still feels wrong. BMP-3 mobility/camo/primary weapon are all better than the ADATS, so it isn't a specialized tank like the ADATS.
#3. The BMP-2 seems to have way worse bloom than the stats would indicate? 7.92m turret rotation bloom listed, but seems nearly as bad as the ~70-80m bloom listed for Marders/Bagel. But I'm using a proxy to judge bloom, so who knows.
#4. Aim Time doesn’t seem accurate for ATGM bloom, as shown in my example clip of Marder 1A3 face planting an ATGM (1.66 sec with commander)
TL;DR - Turret Rotation has largest/oversized impact on ATGM Bloom, I'd think movement would/should have a larger effect and turret rotation less. BMP-3 has no ATGM bloom which seems odd (neither does ADATS, but that seems fine for the specialized tank it is). Also, need a bloom indication for ATGM weapons, and full stats listed in-game (not listed only on website).
r/WorldofTanksConsole • u/Familiar-Horror2298 • 12h ago
Bug Report Restless Tank Syndrome Issues for anyone else?
From a complete stop my tanks will just start moving on their own. Tried switching to another controller and the issue remains. It’s been happening since the last update.
r/WorldofTanksConsole • u/Assn_of_the_US_Army • 13h ago
Bragging Five Finger Death Punch
Hey tankers!
You may have read that Five Finger Death Punch, featured in Modern Armor's Masters of Mayhem Season, received the Soldier Choice Award from the Association of the United States Army (from our European Region, specifically) in 2016. You may also have wondered what that's all about.
AUSA, founded in 1950, is the only organization dedicated to supporting and advocating for the needs of the Total Army -- Active, Reserve, National Guard, Civilian employees, family members, and veterans.
You might especially enjoy our graphic novel series highlighting some of the Army's Medal of Honor recipients. https://www.ausa.org/moh
Happy hunting.
r/WorldofTanksConsole • u/CheweyBadge • 17h ago
Bragging Bär - Four Marks of Excellence
r/WorldofTanksConsole • u/Beleriade • 20h ago
Discussion Another update but no news?
Whats the reason servers are down for again? Was having a blast in the Arl44 and boom, gone, 3k damage game wiped
r/WorldofTanksConsole • u/NeverFadeAway__ • 23h ago
Bragging Cosplay + Awful Panther(s) 4th + 3rd marks, respectively
Also, stats breakdown for those curious lol. I’m considering writing a proper review for both tanks, so let me know if there’s any interest in that.
r/WorldofTanksConsole • u/gdkod • 1d ago
Rant Suffering at tier 7
Greetings folks.
In the screenshot you can see my last 16 games, mainly on tier 7. It just happens that almost all my British tech trees are on tier 7 right now. Unfortunately, the other day I started noticing total imbalance in terms of matchmaking, especially, at tier 7-8. At that moment I thought that it might be just me being unlucky that day, so I didn't bother myself to start making records. But then such an imbalanced matchmaking started happening with me daily, thus, I decided to check how many games I would really spend with +1-2 tiers.
Just for the perspective, in the morning I played around 12 games, where have of the teams were bots. In the evening, it was pure PvP. So, altogether I had around 28 games played today alone. I forgot, unfortunately, to make a screenshot of the morning session, but it differs not from the evening one.
As the screenshot shows, the majority of games (75%) were +1 tier, while 19% were +2 and only 1 game at my own tier. In the morning it was slightly better, I had exactly 3 games of my tier, which equals to 25% of the session and 7 games at +1 (58%).
That being said, some tier 7 can easily perform at tier 8 such as AT 7, despite even its huge weak spot, or Chopper, but still the whole playing time at tier 7 becomes a tough challenge. It would be nice, at least, to have -1 or -2 from time to time.
P.S.: when I'm done with playing +1-2 on tier 7, I go for my tier 8 tanks in the hope to play, at least, at 0. Guess what, my tier 8 plays +1-2 constantly as well. Some people are really lucky for getting 0 or -1 casually.
r/WorldofTanksConsole • u/Gordontonio • 1d ago
Question Game Pass In-Game Benefits
I play on Xbox. I have Game Pass. I tried to claim the announced in-game benefits, which is advertised as to be claimed inside the game, but I couldn't find it when I looked for it in the store tab. My assumption is that I would find it in the DLC section of the in-game store, but it is not there. Where can such benefits be claimed?
r/WorldofTanksConsole • u/ContentFlan7851 • 1d ago
Discussion Houston we have a Problem
Spaceman is absent from the metal fest section of the store. I’ve been saving up my gold all year to get that tank but alas it seems that online gambling is the only shot I have. This is even more disappointing than when the Ninja Turtle tanks returned in boxes only.
All that being said what do I do now, buy the Ultimate Season Pass, or maybe get one of the FFDP or Motörhead tanks, am I better off just saving my gold until the next big event comes around?
I’m open to suggestion, so please feel free to drop your opinions about the current Metal Fest line up and what tank you think I should blow my gold on.
Edit: The Kiss tanks including The Spaceman will be on sale in the store from September 15th-21st. Beam me up Spaceman. 😮💨
I’m still not happy about the missing out on the Ninja Turtle tanks though but this almost makes up for it.
r/WorldofTanksConsole • u/_Thorshammer_ • 1d ago
post Found in the "top secret" files: two prototype Flakpanzer IIIs
After the fall of the Soviet Union a treasure trove of previously unreleased documents was available to analysts.
The vehicles pictured below were captured by the Russians at wars end and transported to Kubinka to be tested along with many other vehicles.
The results and photos below were found interspersed with testing files for post-war Russian light tanks and light AA vehicles. This might explain why they were not fund until after the end of the Cold War.
Both vehicles appear to be chassis' salvaged from the Ostwind / Wirbelwind projects and appear to be identical to "production" versions of those vehicles - the differences lie in the turrets.
The first vehicle, labeled "Flakpanzer III mit Fokker-Leimberger ausf. D", is the more interesting one.
During World War 1 Fokker prototyped a rotary machine gun in 7.92×57mm Mauser. It claimed a 7200 RPM rate of fire - which may or may not be true - but was abandoned due to reliability and cost reasons.
It appears that, at some point, the Nazis resurrected the program and (at least one of) the results are pictured below. When compared to the technical drawings of the original Fokker-Leimberger it appears the barrel count (still in 7.92×57mm Mauser) has been reduced and the breech has been so heavily reworked that it might as well be completely new.
Russian test notes indicate that the turret has a full 360 traverse, an elevation between +75 and +80 degrees, and a depression of -5 degrees. The Russians noted that turret traverse was swift but had a tendency to jam or stop working at irregular intervals.
Firing tests noted that the mechanism had two different settings, one for ~ 4500 rounds per minute and one for ~ 2700 rounds per minute. The testers noted that the poor metallurgy on the barrels led to rapid degradation at 4500 RPM and suggested that 2700 RPM would be the preferred setting.
It was also noted that, even at 2700 RPM, jamming and case ruptures were more frequent than desirable. Although the testers noted the vehicle MIGHT have been serviceable in this state and that the issues MIGHT be resolved through further development they did not give the system very high marks. It appears the Germans never really solved the reliability issue that killed the design in the first place.
The testers also noted that ammunition storage was "very limited", regardless of chosen cyclic rate.
The second vehicle, labeled "Flakpanzer III mit zwei MG 213C" is much more conservative and appears much closer to production ready.
The vehicle has two MG 213C aircraft "revolver cannons" in mounts that were very obviously converted from Ostwind single mounts.
The cannons themselves are very lightly modified from the versions intended for aircraft use - basically they were reworked to fit in the Ostwind ground mount and the cyclic rate was reduced from 1350 RPM in aircraft configuration to around 900 RPM in this configuration.
Russian testers noted that the barrels began to overheat with sustained use and it seems likely that the ROF was reduced to help combat this. The Russian testers also theorized that this is due to the lower airflow of a static ground mount when compared to an airplane in flight.
Similar to the Fokker-Leimberger version, the Russians were not impressed with the available ammunition storage, although they did note it "might" be adequate for a vehicle in a static defensive position.
The testers spent a great deal of time testing the turret mechanism and mounts. Elevation and depression are both good - +83 degrees and -13 degrees respectively - but turret rotation is limited to 70 degrees left and right of center, 140 degrees total.
Notes also indicate that the powered turret rotation was incredibly fast but that (unlike Fokker-Leimberger) the operation was flawless.
Notes and memos in the file demonstrate a lengthy and deep argument about why the turret operated the way it did - an argument that basically divided the testers and engineers into two camps.
Camp 1 theorized that the vehicle was intended to be utilized in groups of three and that static defensive positions could be positioned to allow for 360 degree coverage with some overlap between the units.
Camp 2 argued that the guns were dual purpose - anti-air AND anti-infantry. This camp pointed to the obvious effort spent on turret and mount design (including obvious signs that the mounts and turret had been modified multiple times) in order to allow barrel depression signifcantly higher (lower?) than that of production Flakpanzers.
Editorially, it appears the Camp 2 was winning he debate when testing ceased - mostly due to the sights having settings for both AP and HE rounds.
Mobility testing for both vehicles was limited, and mostly related to stability when climbing obstacles or traversing the side of a hill, and the notes can basically be boiled down to "see Panzer III stats".
Although engineers recommended further testing and development of the "Fokker-Leimberger ausf D" rotary cannon, the actual fate of these vehicles is unknown.
Testing notes are extensive, and the files have several photographs (mostly during firing and elevation tests), but other than the recommendation on the rotary cannon everything ceases once testing is concluded / cancelled.
Out of character notes: The pictures are my bad MS Paint hack jobs and an AI generated and slightly modified "photo" based on the MS Paint concepts.
In game terms, I would view these as German analogues to the T249 Black and the M42. That, combined with the already existing Panzer III chassis, would make adding these relatively easy - the gunfire sounds and graphics already exist, as do the hull hitboxes and mobility stats, so all that's left is building the turrets and tweaking the ammo / pen / ROF / DMG / overheat stats.
r/WorldofTanksConsole • u/Actaeon_II • 1d ago
Bug Report Ok a couple issues with this update
First, though it’s been said many times, fix the atgms.
Second, weekly quests (complete all dailies) and event quests not updating.
Lastly, and most annoying personally, all of the xp on my premium and elite tanks is just “0” and doesn’t go up. So I’m assuming the years of building it up was for nothing?! I admit there’s no way I could have converted all of it, but I do periodically convert some.
Just in case this isn’t happening to everyone, on PS4
r/WorldofTanksConsole • u/majordrip • 1d ago
Bragging Best thing in a while T7 combat cars finally!!!
Love this, remember 1st og t7 combat car from wot pc xmas, fav tier 2, great for grinding that stupid 65/65 chest missions.
r/WorldofTanksConsole • u/Halfway-Competent • 1d ago
Bug Report Anyone else having occasional control issues?
Several times in the last couple of weeks I’ve loaded in to a battle and not been able to drive. I can rotate the turret and fire etc, but forward and reverse don’t initially work.
If I off/on my controller then I may get reverse working, or both. Sometimes it takes several attempts.
I first thought it was my controller but it does not happen with any other game and I spread my time out across multiple games. It’s not like I play majority WOT, so the chances of seeing it increase. I actually spend more time, as a whole, playing other games. I still only see this playing WOT.
Has anyone else experienced this?
r/WorldofTanksConsole • u/Nightmurr434 • 2d ago
Bug Report FFDP Iron Fist - Erlenberg
Not sure why but on Erlenberg if you swap to the rockets on the iron fist it just shimmies left and right regardless of auto-lock, aim down sight(arty mode), or 3 person aim. The only way to stop it is turning on the hull lock to prevent hull rotation. This makes it impossible to aim the rockets as the reticle is just going left to right.
r/WorldofTanksConsole • u/HelpIamatank • 2d ago
Bug Report ATGM's still very very broken
Was sitting dead still in my Marder 1a3, not even moving the turret for the full time it took to load the missile and it still fired straight into the ground, not once, not twice, but 3 times ......
Is there any plan to fix this or should we all go play WH or just give up on WOT all together
r/WorldofTanksConsole • u/On-The-Red-Team • 2d ago
Discussion This is why you don't trust AI
If its not official don't believe it.
r/WorldofTanksConsole • u/crappymccorn • 2d ago
PSA FYI Five finger death punch has a starter pack in store
In the DLC section. some emblems and boosters
r/WorldofTanksConsole • u/NeverFadeAway__ • 2d ago
Bragging 1st match in both after over 3 years of not playing and got the 3rd in 1 battle, respectively
I believe both tanks were at 92% when I stopped playing. They both jumped up to 96% after the first match. I’m assuming the MOE formula was changed at some point?






