DIY brownie video

WGNews # Submitted Feb -:

Join the test and leave your feedback, fighters!

Frequently Asked Questions:

Why not just add new skills without global crew rework?

The current crew has existed without changes in the game for a very long time - since 2012, so it is obvious that a number of mechanics in the crew system need improvements and changes. The main directions in which we plan to develop the crew system are as follows:

  • increasing the comfort of interaction with the crew;
  • increasing the variety of skills and abilities (talents);
  • creating a transparent progression system, with clear and achievable goals;
  • updating the interfaces and updating the crew management tools.

To bring these ideas to life, we tried various solutions. But in the end, they all turned out to be "half measures", unable to radically change the situation. As a result, we decided not to focus on certain aspects, but to completely redesign the current crew system.

At the moment there is no exact date for the departure of Crew 2. There is no exact date. Now the most important and priority task is to collect feedback from players who took part in the "Sandbox" and tested the proposed system. Play, share your opinions, take questionnaires - based on your feedback, we will take further steps towards Crew 2..

In short, how is the new crew different from the old one?

The main differences of Crew 2.:

  • the tank's crew is now represented by one commander;
  • new skills and talents;
  • a new unique unit - Instructor;
  • < li> all commanders will have the 6th sense skill at once.
  • will appear: the ability to "memorize" the crew up to 3 pumped / collectible tanks + premium. Technics of the same class, great variability of skills and the ability to pump several at the same time.

What will become of the unique crew members and their experience and who will become the commander if my entire crew consists of Snow Maidens?

According to our concept, all special crew members (Snow Maidens, Chuck Norris, Battle Pass heroes, etc.) will turn into new valuable characters - Instructors. They will give the crew additional "skill points" (above the maximum 10) and increase the amount of experience per battle.

DIY brownie video

WGNews # Submitted Feb -:

Join the test and leave your feedback, fighters!

Frequently Asked Questions:

Why not just add new skills without global crew rework?

The current crew has existed without changes in the game for a very long time - since 2012, so it is obvious that a number of mechanics in the crew system need improvements and changes. The main directions in which we plan to develop the crew system are as follows:

  • increasing the comfort of interaction with the crew;
  • increasing the variety of skills and abilities (talents);
  • creating a transparent progression system, with clear and achievable goals;
  • updating the interfaces and updating the crew management tools.

To bring these ideas to life, we tried various solutions. But in the end, they all turned out to be "half measures", unable to radically change the situation. As a result, we decided not to focus on certain aspects, but to completely redesign the current crew system.

At the moment there is no exact date for the departure of Crew 2. There is no exact date. Now the most important and priority task is to collect feedback from players who took part in the "Sandbox" and tested the proposed system. Play, share your opinions, take questionnaires - based on your feedback, we will take further steps towards Crew 2..

In short, how is the new crew different from the old one?

The main differences of Crew 2.:

  • the tank's crew is now represented by one commander;
  • new skills and talents;
  • a new unique unit - Instructor;
  • < li> all commanders will have the 6th sense skill at once.
  • will appear: the ability to "memorize" the crew up to 3 pumped / collectible tanks + premium. Technics of the same class, great variability of skills and the ability to pump several at the same time.

WGNews # Submitted Feb -:

Join the test and leave your feedback, fighters!

Frequently Asked Questions:

Why not just add new skills without global crew rework?

The current crew has existed without changes in the game for a very long time - since 2012, so it is obvious that a number of mechanics in the crew system need improvements and changes. The main directions in which we plan to develop the crew system are as follows:

  • increasing the comfort of interaction with the crew;
  • increasing the variety of skills and abilities (talents);
  • creating a transparent progression system, with clear and achievable goals;
  • updating the interfaces and updating the crew management tools.

To bring these ideas to life, we tried various solutions. But in the end, they all turned out to be "half measures", unable to radically change the situation. As a result, we decided not to focus on certain aspects, but to completely redesign the current crew system.

At the moment there is no exact date for the departure of Crew 2. There is no exact date. Now the most important and priority task is to collect feedback from players who took part in the "Sandbox" and tested the proposed system. Play, share your opinions, take questionnaires - based on your feedback, we will take further steps towards Crew 2..

In short, how is the new crew different from the old one?

The main differences of Crew 2.:

  • the tank's crew is now represented by one commander;
  • new skills and talents;
  • a new unique unit - Instructor;
  • < li> all commanders will have the 6th sense skill at once.
  • will appear: the ability to "memorize" the crew up to 3 pumped / collectible tanks + premium. Technics of the same class, great variability of skills and the ability to pump several at the same time.

What will become of the unique crew members and their experience and who will become the commander if my entire crew consists of Snow Maidens?

WGNews # Submitted Feb -:

Join the test and leave your feedback, fighters!

Frequently Asked Questions:

Why not just add new skills without global crew rework?

The current crew has existed without changes in the game for a very long time - since 2012, so it is obvious that a number of mechanics in the crew system need improvements and changes. The main directions in which we plan to develop the crew system are as follows:

  • increasing the comfort of interaction with the crew;
  • increasing the variety of skills and abilities (talents);
  • creating a transparent progression system, with clear and achievable goals;
  • updating the interfaces and updating the crew management tools.

To bring these ideas to life, we tried various solutions. But in the end, they all turned out to be "half measures", unable to radically change the situation. As a result, we decided not to focus on certain aspects, but to completely redesign the current crew system.

At the moment there is no exact date for the departure of Crew 2. There is no exact date. Now the most important and priority task is to collect feedback from players who took part in the "Sandbox" and tested the proposed system. Play, share your opinions, take questionnaires - based on your feedback, we will take further steps towards Crew 2..

In short, how is the new crew different from the old one?

The main differences of Crew 2.:

  • the tank's crew is now represented by one commander;
  • new skills and talents;
  • a new unique unit - Instructor;
  • < li> all commanders will have the 6th sense skill at once.
  • will appear: the ability to "memorize" the crew up to 3 pumped / collectible tanks + premium. Technics of the same class, great variability of skills and the ability to pump several at the same time.

What will happen to the unique crew members and their experience and who will become the commander if my entire crew consists of Snow Maidens?

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