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Supertest: HP Boost for Tier I to VI Vehicles

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Wargaming is about to start a new closed Supertest for a hit point increase t all Tier I to VI vehicles. The idea is that with these adjustments to HP, low-tier and mid-tier vehicles will last longer in battle, and at the same time make the transition to top-tier vehicles more comfortable.

Why increase the HP for Tier I to VI?

While researching new vehicles and going up the tiers, all players can notice and feel the difference in the increments to their tank stats and overall battle efficiency. One of the key parameters impacting vehicle efficiency is the hit points pool. Currently, the HP growth curve is to steep from Tier I to Tier VI and more gradual from Tier VII to Tier X.

Playing low-tier and mid-tier is less comfortable than it should be due to this reason. When facing vehicles of a higher Tier in battle, you can feel a big difference between the HP of your vehicle and the enemies.

What is planned to be done?

To make the HP amount progression more even, Wargaming will test an increase to HP polls of all vehicles of Tier I to Tier VI. The increment will be different for each Tier and will be defined by the same quotient for every vehicle of that Tier.

Please Note
A quotient of 1 equals to the vehicle current HP value.

As per the table, the Tier I will receive the largest relative boost to their HP pools (+114%) for the duration of the Supertest. The reason is that currently, the HP difference between the tiers is the sharper the lower the tier goes.

For example, the MS-1, a Tier I Soviet tank, will have an HP pool of 215 points (instead of 100 points; rounded up) in the coming Supertest. The T-45, a Tier II Soviet tank, will get to 280 points (instead of 140 points; rounded up).

These changes will allow to:

  • Soften the transition from a lower to a higher tier while following a branch
  • Increase the mean survival time in low-to-mid-tier battles, making them more comfortable both for newcomers and experienced players researching a new branch

Please note, this is just the first testing stage, the exact adjustments quotients are not final for any tier and may change in future tests.

15,466 thoughts on “Supertest: HP Boost for Tier I to VI Vehicles

  1. People have bee suggesting this for, I don’t know, six years? Indirect HE nerf, too. Hope this makes it to the main game. Should make things a lot less punishing. (Nerf on HE pen in lower tiers would be a smart thing to do, too.)

  2. the only bad thing i see is that older epic replays lose a bit of their meaning

  3. Given how VERY easy you die on lowtiers (which isn’t fun at all and allows for no mistakes!) this is a good change.
    Just makes a few things a bit more interesting and allows for more daring plays.

    ALSO tanks like AUS_J will have to spend another 90.000 for their sealbashing, so that’s a plus ^^

  4. Yes, finally! this is a very welcome change. there are quite a lot of derp HE guns in the lower tiers that can one shot their piers – far more brutal then the KV-2 in relative terms. among other things this makes the lowest tiers the most tiresome to learn to play effectively (gameplaywise only; not considering average the player skill at these tiers).

    how long has it actually been, that the low tiers got any attention whatsoever? additions of new branches aside the last change that comes to my mind was for historical battles half a decade ago.

  5. WOW! this will be amazing! now when the tier I-VI tanks are bottom tier they will perform better!
    so many issues will be fixed with this.
    -less tanks will be deleted from howitzers.
    -higher HP pool and longer fights in low tiers.
    -This directly helps all tanks in +1 or +2 mm (tiers VI and under), effectively soothing grinds.
    – 890-910 alpha tanks can no longer likely delete same tier heavies. 860>960 health.
    -seal clubbers have to spam even more gold in low tiers effectively almost doubling net loss.

    Will the tog really be getting an HP buff to 1570? (+170)? should be more, the HP buff to all tanks is hurting the tog more than it helps anyway. i suggest 1650 hp

  6. and..less realism..thx !

    more UP guns…more characters wich feels like anything else but not TANKS…

  7. The main problem with lower tiers is how quickly your health pool evaporates. In tiers 8-10 you can get hit regularly by arty for relatively low amounts of damage but in tiers 2-6 you can get one shot or two shot quite a lot. Also in the lower tiers there is a proliferation of auto-cannons that shred your entire health pool or one-shot derps. This makes the lower tier games nasty, brutal and short.

    This will help in conjunction with:

    Reduce the number of high calibre derps and auto-cannon equipped vehicles
    Lower HP Damage & Pen (especially from Artillery)
    Lower penetration, smaller clips and faster pen drop-off of auto cannon to make them only effective at very short ranges
    A separation in the match maker for players with less than 1500 games in tiers 4 and below (if seal clubbers get long cue times to get into matches with other seal clubbers… good!)

  8. To be honest, this is a great addition. Since it will causing less one-shot from lower tier match without having to nerf any tank (since basically every tank below tier 6 received this as a “buff”). But, I had some question.

    Since every tanks at lower tier will gained more HP pool, this mean everyone had more potential to dealing more damage than before, so, the credits and XP gain ratio per damage were still remains unchanged?
    Would some certain tanks with excessive hit points for its tier (AT 2, AT 8, TOG 2) will gained how many hit points?

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