Development branches in world of tanks. Soviet branch of tanks. TTX changes E100

From patch to patch, there are more and more armored vehicles in World of Tanks. Replenishments occur in the ranks of all current nations. Further - only more. In this regard, the development team is constantly working on improving the overall balance of the game, which led to a revision of the development trees. .

The process of making all the amendments to the current tank trees will take a lot of time and will happen gradually, from update to update. Some of the changes will directly affect the progress in World of Tanks, so the development team will do everything possible to make this process as comfortable as possible for the players.

Thus, when making changes to the development trees, the following actions will be taken to replace tanks:

  • Separation of the KV tank into KV-1 and KV-2. Those who upgraded the KV-2 turret to KV will receive both tanks with an additional slot in the hangar. The crew with KV will receive specialization for KV-1, KV-2 will receive 100% of the crew.
  • Moved the KV-3 up 1 level and added the T-150 tank. Those who have a KV-3 in the hangar will receive a KV-3 in a new status, in the current upgrade, with the same set of modules and the old crew, and a T-150 without upgrade, with an additional slot in the hangar and 100% crew.
  • Replacing the IS-4 tank with the Object 252. Those who have an IS-4 in the hangar will receive it in a new status with a complex module swap mechanic (see below) with the old crew, as well as an Object 252 with a complex module swap mechanic, with 100% crew and an additional slot in the hangar.
    Preliminary mechanics for replacing modules on the IS-4. If the player had an IS-4 engine unlocked, then this engine will be unlocked on the IS-4 tank in a new status, and it will also be unlocked on the Object 252 tank or its equivalent. Walkie-talkies, towers and chassis will be replaced in a similar way. The IS-4 and Object 252 tanks will have the same modules that were on the IS-4 tank, in the old status, or their analogues. Weapons, if they are changed, will also be replaced according to a similar scheme, but additional complications are possible.
  • Entering the E-50 tank. Those who have a Panther-II in the hangar will receive an E-50 with the Panther-II upgrade scheme (the top engine is changed to HL295 or added as new), with the same set of modules that was on the Panther-II. The one who had Pz. V Panther in the hangar, will receive a Panther-II , with a Panther flow chart (with an additional 7.5 cm KwK 45 L/100 gun), with the same modules that were on the Pz. V Panther, as well as Pz. V Panther at tier 7 in stock configuration, with an additional slot in the hangar and with 100% crew.
  • Entering tanks E-75 and E-100. The unallocated experience from the Tiger elite tank will be transferred to the Tiger II.
  • Replacing tanks M26 with M46 and T23 with M26. Anyone who has an M26 in the hangar will receive an M46 with the same composition of modules (possibly renamed), the preservation of pumping and the old crew. The one who had the T23 in the hangar will receive the M26 in a new status, with the leveling preserved, with the old crew.
  • Replacing T34 tanks with M103. Those who have a T34 in the hangar will get the M103 with the same T34 leveling, with 100% crew, as well as the T34 as a premium tank with the old T34 crew and an additional slot.
  • Replacing the T30 tanks with the T110 and transferring the T30 to the tank destroyer branch. Those who have a T30 in the hangar will receive a T110 with 100% crew, with an additional slot, as well as a top-end T30 in a new status with the old crew and an additional slot.

Note: from variable tanks, installed additional equipment, as well as modules in stock, will be sold at the purchase price. Additional compensation is not provided. All disputes will be resolved on an individual basis.

In the future, only minor changes in the development trees of tanks are possible. Keep for updates.

Today we are talking about the rebalancing of Soviet vehicles.

In Update 9.22, we will bring the nation's most unpopular tanks back to life by adding new vehicles and changing the USSR tech tree. Why is this needed? "Object 263" and its "younger comrades" rarely participated in battles, as well as the Soviet Level X ST "Object 430", which is not surprising. They were difficult to play. In addition, the cars of different levels differed too much in terms of gameplay.

We plan to rework the mentioned 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 heavy tanks of Tiers VIII-X with a rear turret.

Now let's take a closer look at the changes and the reasons that led to them.

medium tanks

Branch A -43 does not give an idea of ​​what car will be played on level X. After getting acquainted with all the advantages and disadvantages of a CT with a rear turret on Tier VII-IX, it was logical to expect similar gameplay on the top of the branch. However, instead you got a classic melee medium tank and were disappointed. Naturally, the popularity of the branch fell.

If you are in the process of researching the branch that leads to the Object 430, keep in mind that this vehicle will “move” to another branch (which will be upgraded from the T-44) with the release of 9.22. Consider this information.

What will make you give this thread a second chance? Perhaps what she lacked was gameplay consistency. This is what we focused on in Update 9.22, moving Object 430 to Tier IX. There, he will form a mini-branch of well-armored assault CTs with high one-time damage, pumped from the T-44. And at Tier X, a completely new car will appear: "Object 430U".

A beginner can boast of compact size, decent mobility and good armor. He will easily enter the flank of the enemy, disable his equipment due to the high one-time damage and get out of the fire unscathed.

The rear turret trio will eventually get a top that will inherit the strong turret armor and offer a logical after "Object 430 Option II" gameplay.


New branch of heavy tanks

Until recently, Great Britain and Germany were the only nations where Tier X TTs had a rear turret. Some of you liked these machines, while others preferred a more traditional option. However, few would argue that the FV 215b, Pz.Kpfw. VII and VK 72.01 (K) (which was issued as a game on the Global Map) were uninteresting. In update 9.22, Soviet vehicles will join this group: you will find a new gaming experience from the classic Soviet “heavyweights” at levels VIII-X (a branch learned from IS). Classic, but with a rear turret.

The well-armored IS-M , Object 705 and Object 705A will take higher damage per shot than usual with Soviet heavy tanks. This value is compensated by the aiming parameters: these vehicles are not suitable for long-range 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. In combination with strong armor, good mobility (for this type of vehicle) and a powerful weapon, it will allow you to easily "retank" 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 Garage. The gameplay of these TTs is something between the game on the Pz.Kpfw. VII and IS-7, but it remains unchanged as the branch is explored. The same cannot be said about the firepower: from the 122mm gun at Tier VIII to the powerful 152mm gun at the Object 705A.

Players love the agile T-10 Assault, which quickly shifts the focus of the attack, destroying everything in its path. However, no matter how good it was, it did not fit into the IS-3 and IS-7 group, so we replaced it with the Object 257. Don't worry, the T-10 won't leave the game. Over the years, he has repeatedly proven his effectiveness, so he will receive a mini-branch, where at level X there will be a car with similar gameplay. We continue to work on this newcomer, so we will tell you about it later.


Alternative tank destroyer branch

We have long planned to put this branch of tank destroyers in order. A simple change in the parameters of the machines 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-melee assault tank destroyers.

Concept

  • High forward/backward speed combined with medium maneuverability will allow these vehicles to quickly reach and occupy key positions, as well as escape from fire.
  • Good frontal armor is ideal for blocking enemy projectiles, however, the armor on the sides and lower frontal part is rather thin.
  • Average one-time damage and a long cooldown will compensate for mobility and security.
  • Accuracy and aiming time are designed for effective close to medium range combat and are not suitable for firing from a long distance.
  • Not the most comfortable gun depression angles are caused by design features.

Rebalancing the branch in accordance with the given concept required some structural changes. We started by bringing Object 263 down a level, where it can really shine with its DPM and armor (because it's still the same as it was at Tier X!). The next step is to select the appropriate car for Tier X, and this role fit "Object 268 Option 4". He received good speed, armor and an extremely effective gun with a caliber of 152 mm and an average one-time damage of 650 HP.

"Object 263" and "Object 268 Option 4" demonstrated excellent results in internal tests. The vehicles well "tanked" the damage and adequately showed themselves as assault tank destroyers - fast, armored, with moderate one-time damage and not too high damage per minute for a tank destroyer.

You were against moving "Object 263" to the IX level, and we could not ignore it. Therefore, we left both machines for another iteration of closed internal testing. "Object 263" has not changed, but we have reduced one-time damage "Object 268 Option 4" from 750 to 650, keeping the previous damage per minute to smooth out the sharp change in damage per shot and reload speed between Tier VIII and X vehicles.


The last (and probably the most difficult) task was to customize vehicles at medium levels for the role of assault tank destroyers in close and medium combat. SU-122-54 did not fit into this concept due to the traditional location of the cabin. 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 her one level down to see how she performs there. Unfortunately, the vehicle showed low efficiency in blocking damage even at level VIII and still did not fit into the concept of the branch's gameplay. Therefore, we decided to take the SU-122-54 out of the game and make a branch entirely from vehicles with a rear turret.


The second iteration of the supertest strengthened our belief that the concept we chose for the branch will give these tank destroyers what they lacked. These should be armored fast vehicles with good one-shot damage, the purpose of which is to lead the breakthrough and provide interesting gameplay. The last guess is based on the 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 until the start of the public test of update 9.22 and find out how ready the vehicles of this branch are for battle!

During the 9.22 Public Test coming soon, we'll be monitoring your feedback and statistics. We want to make sure that the modified cars show the game that we expect from them.

28.3.2017 5553 Views

Players pay special attention to the Soviet branch of World of Tanks tanks of various types, because many choose this vehicle not only for its unique and enjoyable gameplay, but also for its historical attachment to this vehicle.

Almost all tanks of the Soviet Union have a low chance of engine fire, which greatly increases the survivability of these vehicles, and the variety of gameplay will allow you to choose the type of vehicle that will bring the player maximum pleasure.

The main task of a light tank is to detect the enemy and help the team by transmitting intelligence about the movement of enemy forces.

This type of tanks has a rather complex gameplay, because all tanks that belong to this type have a relatively small margin of safety, lack of strong armor, and in most cases have a gun with low damage per shot.

But at the same time, players who choose to play on light Soviet tanks get excellent mobility, camouflage (which remains consistently high when moving and in a stationary vehicle), as well as an excellent vision indicator.

Light tanks of the Soviet research branch have excellent speed and power-to-weight ratios compared to similar vehicles from other nations. Most of the light tanks of the USSR have excellent camouflage, which, if played correctly, allows you to remain unnoticed and confidently transmit intelligence to allies throughout the battle.

With relatively low damage per shot, the cannons of these tanks have high damage per minute, which is often decisive in a duel with enemy light tanks or when breaking through to artillery.


The Soviet medium tank research branch features a wide variety of vehicles that are quite different from the medium tanks of other nations.

The main tasks of the vehicles are flank breakthroughs behind enemy lines and inflicting a large amount of damage to enemy vehicles.

But the uniqueness of Soviet medium vehicles lies in the fact that all high-tier tanks have excellent turret armor, which makes it possible to fight on equal terms with enemy heavy tanks, while hiding the vehicle's hull in the terrain.

Another important advantage is excellent guns that have excellent damage per minute. This fully compensates for the relatively low armor penetration parameter of the base projectile and allows you to confidently fight even against several vehicles at the same time.

The disadvantages of medium machines of the USSR include mediocre gun depression angles and mediocre maximum speed.


The most popular tanks of the Soviet Union are heavy tanks. These machines have so many advantages that they are ideal for those new to the game. At the same time, experienced players can show simply breathtaking results on this type of technique.

A feature of heavy tanks of the USSR is strong armor, relatively excellent mobility and good indicators of one-time damage to guns. Almost all heavy tanks in the Soviet branch of World of Tanks are famous for their impenetrability and are capable of holding back entire directions alone.

High-level Soviet heavy tanks have simply impenetrable turret armor and, if played correctly, are capable of record-breaking blocked damage. Also, some vehicles have hull armor of the "Pike nose" type, which allows, with the correct positioning of the hull, to repel enemy shells, even of colossal calibers.

The disadvantage of this arrangement of armor is the impossibility of tightening the body of the machine due to a sharp drop in the value of the reduced armor. The guns of these vehicles are rather inaccurate, but this is more than compensated by the huge one-time damage, heavy tanks of level 7 can take a third of the strength of an enemy of their level in one shot, and such legendary vehicles as the KV-2 can send most targets to the hangar with one shot, especially the weak ones.


The role of tank destroyers on the battlefield is to destroy all enemy tanks in the player's field of vision. Tank destroyers of the Soviet Union are best suited for this task. Machines of this type have cannons with huge one-time damage and armor penetration.

The excellent camouflage of Soviet vehicles allows you to destroy enemy vehicles without the risk of being detected. Often, players on Soviet tank destroyers remain undetected throughout the battle.

The disadvantages of this type of equipment include very poor visibility, but the correct selection of additional equipment and a properly trained crew can compensate for this shortcoming.

Weak armor and, in some cases, lack of mobility also make this vehicle somewhat inconvenient, but all this is compensated by the pleasure of the weapon. It's so nice to fire at an enemy who has no idea where it's coming from.

Thanks to such features of Soviet technology, players often inflict mind-boggling amounts of damage.


Soviet self-propelled guns have a gameplay that is very different from other types of vehicles. They have the ability to fire at almost any point on the map, while remaining safe in the vicinity of their base.

The main projectiles of such equipment are high-explosive fragmentation, which have a high chance of incapacitating the internal modules and crew members of the enemy vehicle. The large calibers of the guns make it possible not only to disable several enemy vehicle modules, but also to hit several vehicles at once.

As the Soviet self-propelled guns branch is researched, the player will have the opportunity to play with vehicles with relatively good mobility, guns with high one-time damage, or guns with high damage per minute. The disadvantage of this technique is the almost complete lack of armor, which makes it vulnerable in close combat, poor gun accuracy and projectile speed.

Also a significant drawback is the lack of a good overview.


Premium vehicles in the World of Tanks game include a set of vehicles of different types, which have an increased profitability compared to similar tanks of the same levels.

The owners of such equipment almost never have problems with the in-game currency - silver. Also, such vehicles have an accelerated time for upgrading crew perks and do not need to retrain the crew when transferring it from a non-premium vehicle.

Soviet premium tanks are represented in almost all classes except for artillery. Such a variety of machines will greatly simplify the speed of development in the game. In addition, most of the Soviet premium tanks have a preferential level of battles, which will allow you to best reveal the vehicle in tank battles and earn a lot of silver from each battle.


Good day, dear guests, players, fans of the most popular toy ‘World of Tanks’.
Today I offer a small overview of all the branches of tanks in the game, their general idea, advice on which tanks to start with, and how to learn how to decide the outcome of the battle.

Let's start from the big picture: there are 8 nations in the game (so far) and most of them have 5 types of military equipment, Lt (Light Tank), ST (Medium Tank), Tt (Heavy Tank), Fri-SAU (Anti-tank Self-propelled Artillery Installation) and SAU (Self-propelled Artillery Installation).
Each of the tanks has its own characteristics, purpose, game tactics, and each has its own favorite class.

Lt is the essence of a firefly tank, it shines through the map for the whole team, makes it possible to shoot at them, detects the enemy's route, ambush places, and the like. But the most important of his tasks is to break through to the rear, drain the enemy sau (art) and return, inflicting a strong blow on the enemy (after all, the sau has a very important purpose)
St- this class is the most multifunctional, because some sts play the role of lt, others pt, the third even the role of tt, but their main goal is to help all other classes, cover lt, tt, quickly break into the flank, deal damage and retreat. I say right away this class is not for beginners, you need to understand it, because often st have the worst penetration and damage among classmates!
TT is the main trump card of the team - TT tasks are holding, a slow breakthrough of the flank, blocking damage with armor, covering allied lt, st, pt. TT is, on the one hand, the easiest class due to its great strength, armor, good guns (classic TT), but an experienced TT player is the most terrible enemy!

Pt - just like st - a multifunctional class, but their purpose is basically just damage, they are the main damage dealers of the team, pierce everything and everyone (well, this is ideally). I also advise beginners, but remember one thing - this is a weak class in terms of strength, and mainly in terms of armor, so they all have a hull merged with the tower - that's why we don't climb first, we don't play ourselves!
SAU (art) is perhaps the most difficult class, the reason for this is a completely different control, the huge influence of the VBR (great Belarusian random) and often art itself is not worth anything.
I advise you to master only experienced players, or at least if you feel the full power of the game!

Now I will briefly talk about each nation.
If you look at the general branch of research, the British are the first to go: this is a complex nation, since each class is multifunctional (that is, it is difficult to find an LT as a firefly, and not a half st (tt) heavy as a heavy (and not a half st (pt)) , but the British are still famous for their weak damage but penetrating guns (that is, hole punchers) (lt, st, pt, tt), arts also have weak guns and penetration at the beginning
The armor is strong (pt, tt) but without special declination angles. The branch of light tanks ends at level 5... That is, summing up the nation is not for beginners, you need experience, knowledge and understanding of both the game and classes.

Next come the French, if you look at it this way, this is the opposite of Britain - they have strong damage weapons, drums, but in many techniques there is no sensible armor.
Lt is like Lt here (some are faster, some are slower, but after 6 to 8 all Lt are drummers - that is, semi-st tactics are already on).
St is not enough, they are at the beginning and at the end of the development branches, but still without armor, but with good speed and guns.
Tt- the same st only bigger and stronger, there is almost no armor.
Fri is a thunderstorm of the nation, the best Fri in the game because they have everything (armor, corners, excellent and terrible guns, speed, maneuverability ...)
And arts are considered one of the weakest in terms of damage (after lvl 7), but the most terrible because of speed, accuracy and their native projectile flight path.
As a result, I can advise beginners to class fri and lt, and the rest when you already gain experience).

Next comes Czechoslovakia - this is the new and crudest branch of tanks (light ones up to 3 tons, medium ones from 4 to 10) - there is no armor, there are almost no corners, everything that flies into them - everything enters and damages, at first there are generally no guns ... In As a result, I advise you to download the last branch!

The Germans are next, this is one of the 3 "nations - giants" in the world of tanks, since all classes end (8 ur light, and 10 others) and start as expected (from 1-4 ur) a huge variety. But the main “motto” of the Germans is that we have the best guns in the game! The Germans are famous for their excellent guns in terms of accuracy, penetration, and later in damage, but in armor, the Germans are weak up to 8-9 ut (tt, pt) and in general they also have weak armor and corners.
Lt is average in speed, fri is damage, there are 2 types of branches (plywood and armor), many transitions between classes, arts are considered the most terrible (7-10 ur (another nickname is coffin carts)).
In general, the nation is pleasant, but for those who have learned to hold back projectiles or precisely to sew in the bushes.

Next comes the second nation - the giant - the Soviet Union, our past))).
The nation is famous for armored Bands, because with excellent armor, because with corners - 2 parallel branches, damage points, fast lt, excellent st (they are considered the best among all nations - because they have everything you need for st), and scary but the most crooked ( terribly inaccurate, except for a few copies) art.
I highly recommend this nation to any novice player!

Now let's get back to China - in fact, China is licked tanks of the USSR and some specimens from America and Japan.
All lt, st, tt from lvl 6-8 differ only in guns, hull, armor, and mass (and therefore speed).
In appearance, they are almost identical - a round ricochet tower, good angles of the forehead and sides.
I can advise you to download after the advice, but remember, China has a terribly lack of penetration for some important tanks up to lvl 7!

Let's go further - the 3rd giant nation America.
This nation is famous for the best PT among all, there are 2 branches, a good choice, damage arts, although similar to the tips - oblique, excellent LT (from lvl 6 parallel to the head bar french) there is also a huge choice between 2 LT branches, interesting TT (counted with the best towers in the game (from level 7 impenetrable by their peers in the forehead), they are many functional, although not as interesting as those of the Germans or the Soviets.
As a result, I will advise the PT-nis branch from T 40 to T 25 AT to any novice player)).

And the last branch (for now) Japan.
This is a rather strange branch, with strange tanks: st plywood is full, but they have weapons exactly like the Germans, tanks from lvl 6 are hard to break through by peers, have terrible weapons, but the sides are full of cardboard, they are sewn by everyone.
The nation is not for the faint of heart and for experienced players!

That's it with nations, until wargaming has created more, let's talk about the choice for beginners:
For all beginners, there are 2 options - for going through sweat and blood along the line of Soviet strands, and then the game will fly in your hands, if you don’t give up (I started it myself and I’m glad about it) then walk around America, the French, if art is interesting, start only with French (the chance to hit is many times higher in the tank) and it’s better to switch from Lt 6 lvl (12 t) there are already interesting arts, because you can start from lvl 2))
The second option is easier, but as a result, there is little experience, no hard core and pleasure (in my understanding) America, the French or Germans, but I say right away that after them it will be very uncomfortable to drive vehicles that have little penetration, because they are slow ...

In general, I’ll tell you one thing - a technique is a technique, but the battle is decided by the player and the WBR, so get up stronger than the WBR and decide for yourself the outcome of any battle!
Good luck to you!…

Story

In the mid 1920s. the history of Soviet tank building began. The first serial model in the USSR was MS-1 (another name is T-18). Prior to that, only captured vehicles captured during the civil war were at the disposal of the Red Army. With the advent of peace, work was organized to design a heavy positional tank. They were turned off in 1925, when, after the next meeting in the Red Army, the military decided to direct all resources to the creation of a small maneuverable model. She became MS-1, created in 1927.

Other Soviet tanks soon appeared. By 1933, the production of light T-26 and BT, tankettes T-27, medium T-28 and heavy T-35 was launched. Bold experiments were carried out. The history of tank building in the USSR in the early 1930s. passed under the sign of designing amphibious tanks. They were represented by T-37 models. These machines received a fundamentally new propeller. Its feature was the rotating blades. When moving afloat, they provided reverse gear.

The history of tank building in the USSR would be incomplete without the T-28 medium tanks. Thanks to them, it became possible to qualitatively strengthen combined arms formations. T-28s were designed to break through enemy defensive positions. The tank weighed 28 tons and outwardly stood out with a three-turreted armament installation (it included three machine guns and a cannon).

In 1933-1939. 50-ton T-35 was produced. It was created as a combat vehicle for a qualitative increase in attack when breaking through fortifications. At that moment, the history of Soviet tank building moved to a new stage, since it was the T-35 that was the first to receive such numerous weapons. It was installed in five towers (a total of five machine guns and three cannons). However, this model also had disadvantages - first of all, sluggishness and poor armor at large sizes.

1930s

In the 30s of the last century, Soviet engineers and designers actively conducted experiments related to the creation of wheeled-tracked tanks. Such a device of machines complicated the chassis and power transmission, however, domestic specialists managed to cope with all the difficulties that confronted them. In the late 1930s a tracked medium tank was created, called the T-32. Later, on its basis, the main Soviet legend appeared. We are talking about the T-34.

On the eve of the Great Patriotic War, designers paid the most attention to two qualities of vehicles: mobility and firepower. However, already the civil war in Spain in 1936-1937 showed that other characteristics also needed to be modernized. First of all, this was required by armor protection and artillery weapons.

The results of the concept change were not long in coming. In 1937, the T-111 appeared. It became the first Soviet tank to be equipped with anti-cannon armor. It was a serious breakthrough not only for the domestic, but also for the entire world industry. The characteristics of the T-111 were such that it was intended to support infantry units. However, the model was never put into mass production for a number of design reasons. It turned out to be impractical in terms of mounting and dismantling parts due to the locked suspension and other features of the machine.

It is interesting that the history of Soviet tank building and tanks of the USSR differed from the foreign one, at least in relation to light tanks. Everywhere they were preferred due to economic reasons. In the USSR there was an additional motivation. Unlike other countries, in the Soviet Union light tanks were used not only for reconnaissance, but also for direct combat with the enemy. The key Soviet vehicles of this type were the BT and T-26. Before the German attack, they made up a large part of the Red Army park (about 20 thousand units were built in total).

The design of new models continued during the Great Patriotic War. In 1941, the T-70 was developed. This tank became the most produced in the entire war. He made the greatest contribution to the victory during the Battle of Kursk.

Bumping a branch from scratch:

  • Bleeding a branch from scratch - 7000 rub.(If the order of experience is not from 0, then the price goes to 50,000 experience - 500 rubles + discounts)

Pumping tanks. Prices:

  • 50,000 experience - 500 rub.
  • 50,000 experience for self-propelled guns - 700 rub.

Minimum order: 50,000 experience.

Discount system:

  • When ordering from 100,000 experience - discount 5%.
  • When ordering from 200,000 experience - discount 10%.
  • When ordering from 400,000 experience - discount 15%.

Execution speed: from 50 battles per day.

Obtaining a "Master" on each tank starting from level 5 - GUARANTEED!

How to make an order?

You leave an application on the site;
We contact you and clarify the details of the order (equipment and number of fights);
You pay for the order in a way convenient for you;
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