The Löwe gained another boost: a more powerful engine and thicker armor. And based on your feedback, we improved the combat parameters of the American T34 and T26E4 SuperPershing, the M46 Patton KR, and the Chinese 112, as well as for two French heavy tanks: the АМХ 50В and АМХ 50 120. Click the image below for details:

Since we invited you to test Update 9.17, we gathered plenty of feedback on a variety of potential adjustments. We analyzed your suggestions and improved a few elements, resulting in a set of tweaks that you can check out by joining the second Public Test:

Swedish Tank Destroyers

Based on your input from the first Public Test, we decided to postpone the overmatch and ricochet mechanics revision, initially planned for 9.17. This postponement (explained below) called for a number of adjustments to the tier IX-X Swedish tank destroyers.

Under the current ricochet and overmatch rules, they are extremely vulnerable to shells that are three or more times the nominal thickness of their armor. To fix that, we tweaked their combat parameters boosting their overall durability and reducing the cost of errors in-battle. These changes are designed to make them more fit for short and mid-range combat; while keeping them from getting overpowered.

Parameter Strv 103-0 Strv 103B Switch from Travel to Siege mode Reduced by 25% (from 2.5 to 2s) Switch from Siege to Travel mode Reduced by 40% (from 2 to 1.25s) Gun dispersion after firing Increased from 3 to 18 Vertical gun traverse speed Increased by 50% (from 5 deg/s to 7.5 deg/s) Forward/reverse speed in Siege mode Increased from 3 to 10km/h Increased from 5 to 10km/h Reload time for Travel and Siege mode 9s (used to be 10.3 in Travel and 7.5 in Siege) 7.7s (used to be 9.33 in Travel and 6.4 in Siege) Gun Dispersion at 100m in Siege mode Increased from 0.2 to 0.3 Increased from 0.15 to 0.25

Shorter switch between modes: Now you can react faster to ever-changing combat situations.

Now you can react faster to ever-changing combat situations. Increased speed: If your next tactical spot is 20 meters away or on the nearest hill, you can reach it in Siege mode. There’s no need to switch to Travel mode. Also, you can now roll out from behind a hill, make several precise shots, then hide again -- all in Siege mode.

If your next tactical spot is 20 meters away or on the nearest hill, you can reach it in Siege mode. There’s no need to switch to Travel mode. Also, you can now roll out from behind a hill, make several precise shots, then hide again -- all in Siege mode. Reduced accuracy in Siege mode: At first, the accuracy of the Strv 103-0 and Strv 103B was a lot higher than any other tank destroyer. Now it's closer to similar vehicles to prevent the two from becoming ultimate snipers. They are still great, however, and let you pick off enemies’ weak spots from afar.

At first, the accuracy of the Strv 103-0 and Strv 103B was a lot higher than any other tank destroyer. Now it's closer to similar vehicles to prevent the two from becoming ultimate snipers. They are still great, however, and let you pick off enemies’ weak spots from afar. Fixed reload time for both Travel and Siege mode: The Strv 103-0 and Strv 103B had excellent DPM combined with little versatility in play style. But feedback encouraged us to boost their versatility, and balance this out by reducing DPM in Siege and increasing it in Travel. Now, each vehicle deals the same amount of DPM regardless of the mode.

The Strv 103-0 and Strv 103B had excellent DPM combined with little versatility in play style. But feedback encouraged us to boost their versatility, and balance this out by reducing DPM in Siege and increasing it in Travel. Now, each vehicle deals the same amount of DPM regardless of the mode. Increased gun dispersion in Siege mode: The two TDs used to have zero gun dispersion, which disrupted gameplay. We fixed the issue by adding it. However, the top-tier TDs can still take full aim before they fully reload.

The two TDs used to have zero gun dispersion, which disrupted gameplay. We fixed the issue by adding it. However, the top-tier TDs can still take full aim before they fully reload. Increased vertical gun traverse speed: Now the Strv 103-0 and 103B have better firing mobility in close and mid-range combat: they can take aim at the enemy when firing from an elevated position, even if opponents are quite maneuverable, which adds to the fun.

Swedish Medium and Heavy Tanks

Kranvagn

Top engine acceleration dynamics decreased by 22%

The drum reload increased from 28 to 33 seconds, and per shot drum reload from 2.75 to 3 seconds

The upper front plate in now thinner

EMIL II

Top engine acceleration dynamics decreased by 20%

Stock engine acceleration dynamics decreased by 17%

The per shot reload time increased from 3 to 3.51 seconds for the 10.5 cm TK 105-9 and 12 cm akan L/40 guns

The upper front plate in now thinner

EMIL I

Top engine acceleration dynamics decreased by 15%

Stock engine acceleration dynamics decreased by 17%

The per shot reload time increased from 3 to 3.51 seconds for the 10.5 cm TK 105-9 and 10.5cm lvkan m/42 guns

Leo

Top engine acceleration dynamics decreased by 28%

Pre-top engine acceleration dynamics decreased by 27%

Stock engine acceleration dynamics decreased by 7%

Strv 74

Top engine acceleration dynamics increased by 16%

Changes to Overmatch and Ricochet Mechanics POSTPONED

We wanted the mechanics revisions to ensure enjoyable gameplay for the tier VIII-X Swedish tank destroyers. All the data, and your great feedback, showed that the reworked rules significantly influenced gameplay for everyone, and led to things like more ricochets where there used to be zero.

We know neither you nor us want that, so we're taking some extra time to fine-tune the mechanics. Until it's all ready and meets our high standards of quality, we’ll stick to the old, time-proven mechanic for all vehicles, including the Swedish TDs.

Aim Reticles

As part of the 9.17 Test, we created new elements for Swedish tank destroyer aim reticles. The work on them caused a bug that affected aim reticle sizes of all vehicles. You might have noticed it during the 1st Public Test. We fixed it in the 2nd Public Test. The aim reticles are now back to what they used to be in 9.16.

Any new or changed content for the Public Test should be considered not final and subject to change upon final update release. For the full list of changes, please see the Notes section below.