Development tree world of tanks 0.9 17.1. Development tree for WoT. Development tree mod download

  • Update date: 12 Feb 2019
  • Checked on the patch: 1.4.0.1
  • Johny_Bafak
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  • Average rating: 5
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Latest update information: Updated for 1.4.0.1

Important: A new patch has been released and the mod installation folder will change, now they need to be installed in the WOT / res_mods / 1.6.0 / and WOT / mods / 1.6.0 / folders. Most of the mods are workable, just move them to the 1.6.0 folder, if any of the mods still does not work, wait for its adaptation on our website.

You have probably met more than once various mods that change the standard development tree, right? This modification by Johny_Bafak is much better than its counterparts, if only due to the fact that the creator packaged his creation into a convenient installer, where you can choose different design options for the research window.

Description of the vertical tree of development

First, the answer to the main question: "Why do people need such mods at all?" The thing is that before one of the past patches, the tree was vertical, until the developers made it horizontal. In addition, it now does not fit the entire screen and you have to scroll through it. Mods are returning the old style, which should please conservatives.

This is how one of the types of the new tree looks like. The premiums are at the bottom, the flags of the nations are at the top, and the vehicles are in the middle:

In the installer, you can select various options, for example:

  • one of four options for the design of the tree, with a different arrangement of equipment in it;
  • three visual styles for your choice;
  • display of special tanks (unexplored) in the tree.

Setting up a vertical development tree for 0.9.17

  • We follow the instructions of the installer. Specify the correct path to client World of Tanks, without this the mod will be installed in another folder.

Today we are talking about the rebalance of the USSR equipment.

In Update 9.22, we're bringing the nation's most unpopular tanks back to life by adding new technique and by changing the USSR research tree. Why is this needed? The Object 263 and its junior comrades rarely fought, as did the Soviet Tier X ST Object 430, which is not surprising. They were not easy to play. In addition, cars of different levels differed too much in gameplay.

We plan to rework the aforementioned vehicle branches in order to breathe life into the listed vehicles and make the game on them consistent and understandable. In addition, in version 9.22 you will find new gameplay on Tier VIII – X heavy tanks with a rear turret position.

And now let's dwell in more detail on the changes and the reasons that led to them.

Medium tanks

The A-43 branch does not give an idea of ​​which car will be played at Tier X. After getting to know all the advantages and disadvantages of a ST with a rear turret position at Tiers VII-IX, it was logical to expect similar gameplay at the top of the branch. However, instead, you got the classic melee medium tank and got frustrated. Naturally, the popularity of the branch declined.

What will make you give this thread a second chance? Perhaps what she was missing was the gameplay sequence. This is what we focused on in Update 9.22, moving it to Tier IX. There he will form a mini-branch of well-armored assault CTs with high one-time damage, pumped from. And at Tier X a completely new vehicle will appear: Object 430U.











The newcomer can boast of compact size, decent mobility and good booking. He will easily enter the enemy's flank, disable his equipment due to high one-time damage, and get out from under fire unharmed.

The rear turret trio will eventually get a top that will inherit the solid armor of the turret and offer logical post-gameplay.

New branch heavy tanks

Until recently, Great Britain and Germany were the only nations where Tier X TTs had a rear turret position. Some of you liked these cars, while others preferred the more traditional version. However, few would undertake to argue that, and (which was issued for playing on Global map) were uninteresting. In update 9.22, Soviet vehicles will join this group: a new one is waiting for you gaming experience from the classic Soviet "strands" at levels VIII – X (a branch studied from). Classic, but with a rear turret.

The well-armored IS-M, Object 705 and Object 705A will receive higher one-time damage than usual for Soviet heavy tanks. This value is compensated by the aiming parameters: these vehicles are not adapted for long-distance firefights. Their element is battles at medium and close range. However, this is not the main thing - the rear location of the tower is important. Combined with strong armor, good mobility (for this type of vehicle) and a powerful weapon, it will allow you to easily "re-tank" the enemy.










Use the advantages of your vehicle - and you will be able to effectively support the attack or send enemy tanks breaking through to the Hangar. The gameplay of these TTs is a cross between playing on the Pz.Kpfw. VII and, but at the same time it remains unchanged as you explore the branch. What cannot be said in terms of firepower: from the 122mm gun at Tier VIII to the powerful 152mm gun at the Object 705A.












Players love the agile Assault Rifle, which quickly shifts the focus of the attack, demolishing everything in its path. However good it was, it didn't fit into the group and the IS-7, so we replaced it with. Don't worry, the T-10 won't leave the game. Over the years, it has repeatedly proved its effectiveness, so it will receive a mini-branch, where at Tier X there will be a car with the same gameplay. We are still working on this newcomer, so we will tell about him later.













Alternative branch of tank destroyers
We have long planned to put this tank destroyer branch in order. Merely changing the parameters of the machines in the 9.20 update did not give the expected result. We are well aware of the problem, and we have found a new solution for it: rebalancing the branch into medium-close range assault tank destroyers.

Concept
High forward / reverse speed combined with medium maneuverability will allow these vehicles to quickly reach and take key positions, as well as get out of fire.
Good frontal armor is ideal for blocking enemy projectiles, but the side and lower frontal armor is quite thin.
Average one-time damage and long cooldowns will compensate for mobility and protection.
Accuracy and aiming times are designed for effective close and medium range combat and are not suitable for long range firing.
Not the most comfortable depression angles of the gun are caused by the design features.
Rebalancing the branch in accordance with the given concept required some structural changes. We started by transferring Object 263 to a lower level, where it can prove itself thanks to its damage per minute and armor (after all, it remained the same as at level X!). The next step is to select the appropriate vehicle for Tier X, and the Object 268 Variant 4 came up to this role. He received good speed, armor and an extremely effective 152 mm gun with an average single damage of 650 HP.

"" And "Object 268 Option 4" demonstrated excellent results on internal tests... The vehicles “tanked” damage well and proved themselves worthy as assault tank destroyers - fast, armored, with moderate one-time damage and not too high damage per minute for tank destroyers.

You were against the move of Object 263 to Tier IX, and we couldn't ignore it. Therefore, we left both machines for one more iteration of closed internal testing. Object 263 has not changed, but we have reduced the one-time damage of Object 268 Variant 4 from 750 to 650 units, keeping the previous value of damage per minute in order to smooth out the sharp change in one-time damage and reload speed between Tier VIII and X vehicles.












The last (and probably the most difficult) task was to set up vehicles at medium levels for the role of assault tank destroyers of close and medium combat. did not fit into this concept due to the traditional location of the wheelhouse. Here we were faced with a difficult choice: the car was clearly not suitable for the branch in terms of gameplay, but it was important from a historical point of view. We moved it down one level to see how it performs there. Unfortunately, the vehicle showed low efficiency in blocking damage even at Tier VIII and still did not fit into the gameplay concept of the branch. Therefore, we decided to withdraw the SU-122-54 from the game and make a branch entirely of vehicles with a rear turret position.


The second iteration of the supertest reinforced our belief that the concept we chose for the branch would give these tank destroyers what they were missing. These should be armored fast vehicles with good one-time damage, the purpose of which is to lead the breakthrough and provide an interesting game process... The latter assumption is based on supertest data. We want you to test this hypothesis yourself, determine if any more changes are needed, and together we will make the best decision. Let's wait for the start general test Update 9.22 and find out how ready the vehicles of this branch are for battle!

During the general test of version 9.22, which is coming soon, we will monitor your feedback and statistics. We want to make sure that the modified cars show the game that we expect from them.

Update 0.9.17.1 is coming up and in it cardinal changes will affect several German branches of development, which on this moment are not relevant to players.

What changes will the German branch receive? World tanks of Tanks?

Branch changesMaus

Now the branch of the Maus tank will split in the German top, there will be another TT-10 - Pz.Kpfw. VII, which will be a logical continuation of the Tiger (P) - VK 45.02 (P) Ausf branch. A - VK 45.02 (P) Ausf. B. Thus, the sneakers will not leave the game, but will become an independent branch in the top with a vehicle that is similar in concept to the previous tanks.

Pz.Kpfw. VII is the already well-known "Lion Slipper", which was handed out to players for participating in battles on the Global Map. With the entrance to the German TT development branch, it will noticeably improve its characteristics: it will become much more effective in inflicting damage and will get really monolithic armor in the forehead of the hull. As for the branch before Maus, it will now look like this: Tiger (P) - new tank VK 100.01 (P) - Mäuschen - MAUS. The two hundred ton monster itself will also receive an up, which will allow him to fire and tank more efficiently.

How the Pz.Kpfw tanks. Vii

At the moment, the VK 72.01 is a Tier X super-heavy tank, which is awarded to players for impressive successes in battles on the Global Map. According to its characteristics, the "lion-sneaker" is very similar to its pumped-up brother - the E-100, but has a rear turret position.

However, its speed significantly exceeds the E-100 - the "sneaker" is gaining 40 km / h. Of the shortcomings, the tank has a rather weak onboard booking and a small ammunition load - 24 rounds.

The tank will change its name and become the crown new branch German TT. Now the Pz.Kpfw. VII will get a small ap. The base armor penetration will increase to 246 mm, the damage value and accuracy will increase slightly, the ammunition load will also increase to 35 shells. But most importantly, the Lion Sneaker will receive a much more impressive frontal booking, which will allow it to beat off all calibers in the game.

Before talking about the E-100 in our game, let's dig a little into history. The project to create a super-heavy E-series tank appeared in German designers in the early 40s of the 20th century, when the country was already waging a war against the USSR and the Allied bloc countries.

German designers planned to create a super-armored tank that could carry huge ammunition for a long confrontation with enemy tanks.

However, Germany was never able to bring the E-series to life due to the huge costs of fighting and simply due to lack of time. In 1945, Germany was completely defeated, and the Panzerkampfwagen E-100 remained only in blueprints.

In World of Tanks, the E-100 is located at the X tier and in update 0.9.17.1 it will have a small up. In general, nothing fundamentally new will happen to the tank, only the base armor penetration indicator on the 15 cm gun will rise. It was 235 mm, and will become 246 mm. Such an AP will allow the E-100 to use expensive HEAT shells much less often.

Maus in the sandbox

German designers were on fire with the construction of an incredibly armored tank under the modest name Maus in 1942, when luck was still running alongside the Wehrmacht forces.

Ferdinard Porsche took over the construction of the tank and by 1944 he had already presented Hitler with a couple of working versions that had not yet received weapons. Hitler was forced to abandon further development, since the front required huge funds.

In our game, Maus is located at the X-level and has the strongest armor of all TTs in the game. Of the poles, one can also note the greatest margin of safety and good weapons.

The main disadvantage of the "mouse" has always been its very weak mobility, which makes the tank a tempting target for artillery.

In patch 0.9.17.1, Maus will receive the long-awaited release. First of all, the DPM will grow significantly - if before the basic reloading of the gun reached almost 15 seconds, then it will become less than 12 seconds, the accuracy and aiming time will also become much better. The stabilization of the gun will improve, but most importantly, the thickness of the frontal armor of the turret will become even thicker - 260 mm, while it was 240 mm. Now the "mouse" will take the blow much better and only the "gold" will be able to overpower the forehead of the tower.

Panther II game - 7 kills

As for the Panther II medium tank, the most important change in patch 0.9.17.1 will be the ability to install a fundamentally new gun, which will have the same average damage - 240 units, but with much better armor penetration - 223 mm. Also, "Panther" will be transferred to HD due to which her reservation will change.

Development tree - part of the interface hangar World of Tanks, designed to research combat vehicles of different nations. We present to your attention a mod that stylizes appearance"Research" tabs for early versions of the game.

In the development tree of the latter World versions of Tanks exploration goes from left to right. All nations, except for the relatively recently introduced "Japanese" and "Chinese", have a large amount of research equipment. This is not a problem, since the tree can be scrolled horizontally. At the same time, the continuity of the research chains is preserved and the development tree clearly shows in what sequence it is necessary to move from the first levels to the tops.

In early versions, the development tree was vertical. Above was placed a car of the first level, and further down the level and the number of tanks increased. Soviet branch development once looked something like the Chinese one in the screenshot below:

Here it becomes clear why the transition to a horizontal structure took place. If for a small number of tanks the vertical arrangement is clear enough, then with the growth of the number, such a development tree ceases to be convenient and informative. This is clearly seen in the example of the modern German branch in a vertical arrangement:

The vertical tree of development should appeal to the old-timers of the game, who registered their accounts many years ago and found early versions, or those who are tired of the standard interface and want to change something in the hangar.