These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
People who think artillery is a Game Breaker versus those who think it's Acceptable Breaks from Reality due to its unique top-down view when in sniper mode, immense firepower combined with a high chance of hitting the top armor, the weakest point of any tank, and decent accuracy even from across the map, often hitting tanks which are slowly moving or not moving at all.
Since the early days of the Closed Beta, artillery accuracy, penetration, splash damage, shell travel times, and accuracy penalties for moving have all been nerfed, and some people still think they're overpowered.
Artillery can be infuriating for those who do not understand that their purpose is to introduce a new threat to being spotted - getting OHK'd for taking inadequate cover. Artillery vehicles are (supposed to be) worthless as anything but extremely long-ranged glass cannons adding firepower to a forward team - and their existence as such gives worth to Mediums and Lights as both scouts and as artillery-killers.
Artillery is also a serious point of contention on the forums (at the very least, on the North American ones). A large sect of the American Server Cluster outright wants Artillery removed from the game, and shows no intention of ceasing until it's been deleted outright. A vast majority of the American players who complain are the upper echelons of the game's statistics. The fact that they complain means they're doing it's job.
And not only that, the NA server seems to simply be the most Anti-Artillery server. The EU server is overall neutral, and the RU server loves artillery.
Also divided between people who think Soviet tanks are overpowered and people who think German tanks are overpowered.
The Americans seem to have their own base-breaking done. They are either balanced or underpowered.
Not to mention the influx of complaints against the Soviet T-54, the medium tank that borders on being a player controlled Demonic Spider.
Add to that the developers' (allegedly) not so hidden anti-German bias — SerB has been on the record with his (semi-joking) quip that "Germanophiles must suffer" — and you get Flame Bait so ripe that it's best touched with at least a ten-foot pole if you have absolutely have to touch it at all.
The above is typically most exemplified with the way the Tiger I is represented in the game, as the developers have made many ahistorical changes to 'balance' it (among which, weakening the lower front glacis, making the transmission a fire hazard, making the gun mantlet not-spaced armor, etc) which players (especially new players) feel make the tank very underwhelming as it struggles to fill any role outside of a second line sniping tank.
Tier X Tank Destroyers (particularly the Waffentrager "Waffletractor" auf E-100 and Fv215b "Death Star" 183) are this among the older community, which view these tanks as having far too much of a combination of view range, camo rating, penetration, and damage. The general opinion is that they can do far too much up front (alpha) damage with no drawbacks.
Autoloader tanks. In real life very few of these designs ever saw mass production because of impracticality. Not so in World of Tanks, where they are all over the place in higher tiers. Instead of firing one shell at a time, they possess a 'clip' of 4-6 shells that can be fired rapidly, at the cost of very long clip reloads. Since these tanks are usually so fast, they are often detested for being able to deal a high amount of damage in a short amount of time and rapidly retreat before they can be counterattacked. It doesn't help that Wargaming has introduced tanks like the Wt. auf E-100 that are basically fictional ala Secret Weapons Over Normandy.
Beyond even all of that, the "RNG" (Random Number Generator/God, in reference to the game's dispersion) puts several factors outside the player's control. Constant arguing ensues over if this is good for the game or not.
It even got a Fan Nickname (on Russian servers at least) of GBR, or Great Belorussian Random.
Nothing splits the base like the test server. A new test server is guaranteed to split the base into two camps: the RU server vs everyone else. This is because RU players have a reputation - deserved - for team-killing everything which has the sheer effrontery to be on the test server without an RU server tag. Explanations for this phenomenon range from nationalism, to a younger Russian playerbase, to a larger Russian playerbase (which leads to proportionately more GIFT), and finally, to a perception on the RU server that non-RU players are The Load. Whatever the reason behind the Russian team-killing phenomenon, it tends to lead to very ugly inter-server wars of words every time a new test is up. Thankfully, as of patch 9.0, TKing on the test server will get you banned on the live server too, which seems to have cut this down a little.
In middle-tier fights, the enemy's top player(s) is usually this.
Often applied to the T-54note And before it appeared, to the T-44. which has the mobility of a medium tank and the armor of a heavy.
The Type 59 to a lesser extent. It's a Chinese knockoff of the T-54, but requires no grinding to acquire, only real money. Also, since it's rated a tier lower than the T-54, you can start seeing these guys as early as Tier 6. The matchmaker also has a habit of several of them on the same team, which in addition to how common they are, ruins game balance and diversity. This has lead to the developers removing it from the shop, though players who already had one were allowed to keep them.
The introduction of the Chinese tech tree gave us the WZ-120, a more direct copy of the T-54, which has better damage and penetration than all of the Tier 9 medium tanks (its best gun is pretty much the same one mounted on the IS-4), except for the Centurion Mk. 7/1, and it has better turret armor than the T-54, though the T-54 is more agile and has better hull armor.
The WZ-132 is the Chinese Tier 8 light tank with a 100mm gun that is actually better than the one on the T-44. Compared to the AMX 13/90, it's able to make sharper turns without losing speed; it has a more accurate, slightly higher penetration and faster aiming gun which is also more accurate when firing on the move. The tank also possesses fairly strong sloped armor on the front and the turret.
T-50-2s for artillery players, before they were removed in patch 8.7. They're insanely fast and very hard for anyone to land hits on, can survive a shot or two from most things trying to keep them off you, and are quite capable of taking you down quickly.
The French Tier 7 and 8 light tanks, the AMX 13/75 and /90 are this. They are almost as fast and maneuverable as the T-50-2, present a relatively small target and can kill just about anything Tier 7 and below with one salvo!
The American T18. Simply put, it is a Tier 2 Tank destroyer tank that can hit up to 40+kph, One-Hit Kill tanks ABOVE its tier with the 76mm howitzer and has armour equal to the Tier 4 Tank destroyers.
The T95 can be this in high tier matches, since its armour is so insanely heavy that it can No Sell even artillery shells head on, and it has a 155mm gun that can badly wound or One-Hit Kill almost any tank in the game.
Any tank or tank destroyer with a Derpgun as its top cannon. Examples include the KV-2 with the (in)famous 152mm.
The KV-1S, which is a heavy tank with medium tank armour, speed and agility and the deadly 122mm D-2-5T, with alpha damage exceeding the health of all Tier 4 tanks and Tier 5 tank destroyers. To show how dangerous that weapon is, the two Tier 7 Soviet heavies only get a version of this gun with better fire rate as their best equippable gun!
The E-25 German premium tank destroyer. Low, fast, with an excellent camo rating and the same L/70 main gun as the StuG III but which fires a round every three seconds. It's only key weaknesses are low alpha damage and poor penetration, which are largely negated by the insane rate of fire it has. Oh, and did we mention it gets Premium matchmaking too?
Ear Worm: Some of the holiday themed garage music present in the game can really grind on your nerves since they're on a constant loop for however long the event lasts. The rest of the game's music, however, borders between "alright", and Autobots, Rock Out!. But you'll almost never find yourself humming those tunes... oh no... you'll more often find yourself humming the holiday tunes that have managed to dig their way into your brain like a damned drill.
The German VK 36.01 (H) firing premium APCR rounds with its special 75mm conical gun could be seen as this. Huge penetration, 165 damage per shot, plenty accurate, and a high rate of fire made this tank/gun combo very deadly. See this video for a gameplay video of the gun using premium shells. About the only thing that mitigates this is that the premium rounds require either Gold or an exorbitant amount of Credits, and they'll be used up very quickly.
The extremely rare BT-SV and Panzer II J Mammut light tanks. Both were only available as part of a limited edition Russian boxset release, which means anyone who wants them now will need to pay an exorbitant amount of real money, which is why they are rare. Another reason they are rare is because they are ridiculously good: the BT-SV is one of the fastest tanks in the game, and has ridiculously well-angled armor all round. The Pz II J is one of the slowest tanks in the game, but has more frontal armor than some Tier V heavies. Both are more than capable of pulling One-Tank Armies; the Pz II J is sometimes known as "the Cockroach" because it. Will. Not. Die.
The Waffentrager auf E-100. Has a 4 round autoloader than can 1 clip most tanks in the game, all with perfect accuracy and almost no recoil. It's supposed to be balanced by no camo and armor, but its 2000 HP allows it to tank shots to the face, especially from Tier 8 tanks. It also has a sizable Broken Base for being completely made up by Wargaming to fill the line. Not to mention it has a turret that would be unusable in Real Life without the crew dismounting every time it turned. Oh, and somehow manages to have 420 view range (tied for the best available in-game) for being open topped, despite its gun shield completely blocking its view. Server stats show it to be completely over-performing in both the hands of baddies and experts. Some Unicums have even denounced it as being too easy mode.
Mid-to-high Tier SPGs are the only vehicles that can fire across the entire map, with little chance of taking return fire. Their devastating shells also tend to land on the roof, the most thinly armored part of any tank. By comparison, all other vehicles are limited to engaging at relatively close range and have to try to pierce the most heavily armored sections, and are often foiled by bad positions and/or angles.
Goddamned Bats: Several tanks certainly qualify, and almost all of them are in the light tank lines.
The ELC AMX, once upgraded, is a very fast Light Tank that is best used either as a Tank Destroyer, or as a hit-and-run light tank. It's not uncommon for ELC Drivers to zip around the battlefield, taking pot shots at point blank range knowing full well that the tank they're shooting likely can't aim low enough to even hit the ELC. Although they are easy to destroy... if you can hit them. And did we mention that because it's a light tank, it can retain its camo value while moving? Even worse - most of the actual hull is situated below the tank's tracks. This means the majority of the tank's side silhouette is nothing but track. All AP or APCR ammo which hits the tracks will only damage the tracks, not the tank itself. Even if you hit it, all too often you're liable to simply have your shot disappear into the tracks and accomplish nothing.
Anything with an auto-loader is also this. To give you an idea, look at the top gun of the Panther, which can punch through anything, is very accurate, and has a fast reload time. Now look at the AMX-13-75... which boasts similar penetration, and damage... but can fire 3 shots to the Panther's 1. Add to the fact that the AMX-13 series is also very small, it is likely that the 13-75 can empty its cylinder before the Panther even knows where it is to return fire.
The higher tier mediums certainly count. Powerful guns, good mobility, and (most of the time) a smaller size then the heavies while retaining similar protection. Heavy Tank drivers must take careful aim when dealing with mediums... which in itself is a pain when some of them can move as fast as light tanks.
Good Bad Bugs: The "teleporter"(also known as "warping") bug causing tanks to seem to "hop" at long range was long hated by the fandom. The patch release that fixed it lead to a two-day downtime: this bug was one of the game engine's key features, relieving the server load. Fixing this problem took some time, and the bug was finally fixed without causing server-side problems... which lead to the light and medium tank population dropping: these hops were one of the few things protecting them from being mauled at range by heavy tanks and artillery.
The tank spin glitch (where a tank is launched into the air, often spinning, as a result of the client and server not being in synch) has resulted in a couple player deaths from fall damage... but has also resulted in tanks delivering roundhouse kicksto kill other tanks.
Many of the Tier 4 tanks are excellent in comparison with the mediocrity of the Tier 3 lineup, but the sheer terribad of the stock Hetzer tank destroyer led to a strong loathing towards the vehicle for many up-and-coming German TD players. It has led to the phrase "Hetzers gonna Hetz" (from the "Haters gonna Hate" meme), which in turn has led to players graduating into the "StuG life" once they unlock the next tier vehicle, the StuG III. Nowadays, "Hetzers gonna Hetz" usually refers to when a good Hetzer driver completely obliterates a team with a fully upgraded Hetzer (complete with the Hetzer user going "hezhezhez...")
Go home Matchmaker, you're drunk — The autobalancer normally arranges the teams well enough to claim it's doing its job properly, but it can't stand an influx of players on holidays. Teams consisting only of SPGs? PzKpfw II against Maus? MS-1 vs. VK 16.02 Leopard? Anything can happen.
While the tier spread has become much more sane, occasionally matchmaking will still find the alcohol and end up creating matches that put a team of three or four top tier tanks versus a team with twice as many top tiers, with often predictable results.
A pun arises from Autobalancer's wide tier spreads: when you are faced with a team filled with multiple Lowes, Autobalancer has dealt you a Lowe blow.
And an AFK Lowe is a Lowver, not a fighter.
Return the Dog! During beta, you could hear a whimper while driving over a doghouse. It was removed later due to possible legal problems with foreign releases. Every now and then fans demand the dog's return. It's since become an Ascended Meme, as during April Fools 2013, a doghouse with glowing red eyes inside it could be seen in the garage.
I was going to tell you a joke about the TOG, but it was too long (among other silly TOG related jokes). Due to the fact that the TOG is the largest and near slowest tank in the game, it is subject to much ridicule and/or joking, often from its drivers as well. It's also commonly called a battleship/aircraft carrier/submarine or a whale. (Witch prompts the other team to man the harpoons.)
"Working as intended": a quote from SerB, one of the main game developers, now cynically repeated by the fandom whenever they believe the devs are refusing to acknowledge a problem with game balance.
"how terrible..." another quote from SerB, originally from when he was answering questions that he perceived as whines, and now repeated by the forums whenever a player posts a thread claiming a tank they have is underpowered or an enemy tank is overpowered.
The VK 16.02 Leopard and ELC AMX can do roundhouse kicks, thanks to their tendency to slide at high speed.
French tanks laugh in your face, as the two roundels on the turret often makes it look like a face, with the gun as the nose.
The perceived Russian bias has led to jokes of Soviet heavies being made of Stalinium and thus being impossible to penetrate. Their tank destroyers (and most tank destroyers in general) are often said to use cloaking devices to somehow remain invisible while still spotting and firing at enemy tanks. Cloaking devices are also the stated reason for spotted tanks in the open suddenly disappearing.
Platooning Tier I tanks with Tier X tanks - or some other such unbalanced lineup (most tier I tanks cannot reliably damage anything over tier 3 without gold ammo - and even then it's hard) is known as a "Fail Platoon". This is generally seen as unsportsmanlike play (since it disadvantage your own team for your amusement), and can get people reported.
The dink of enemy rounds bouncing harmlessly off your armour. Can become a Most Annoying Sound with a sufficiently fast-firing weapon.
The voiceover calling out repeated penetrations on the enemy, or even better, killing multiple enemies in short order. "Got 'em!" "Enemy armor destroyed!" "He's gone, find another target!" Conversely, the call-outs for repeated bounces off tough enemy armor also classify as Most Annoying Sound.
Many light tanks tier IV or higher receive a special "Scout" designation that artificially ramps up their matchmaking Battle Tier, meaning they will see tanks up to 4 tiers higher than theirs. Tier 4 tanks have it the worst, as they are the only tanks in game that can see enemies up to 5 tiers higher than theirs (and them only) which is very egregious when you transition to a tier 5 medium. It's almost universally reviled by fans who enjoy light tanks, and players who want to transition up certain tech tree lines that have tier 4 light tanks leading to mediums/heavies. Notable lines that require scout play include the Maus line (Pz 38 nA), T57 Heavy (M5 Stuart), and the entire Chinese tree (M 5 A 1 Stuart). Fortunately, relief is in sight, as patch 9.1 has reduced most LT's max MM by 1-2 tiers for all. The A-20, which suffered the most from its "scout" matchmaking status, now gets the same matchmaking as a Tier 4 medium tank despite classifying as a "light", making it far more forgiving for new players to drive.
The M24 Chaffee, a tier 5 American light tank, gets the worst matchmaking in the entire game. It is considered the end of its tank line, as the only progression for the tank is a sidegrade to the artillery line. Thus, the devs saw fit to not only give it a worse variant of scout matchmaking where can see up to battletier 11 (tier 9+10 tanks), but it has the repair bill of an endgame tank, making the tank a credit sink. However, relief is in sight - when the new US Light Tank line is introduced, the Chaffee will gain the same matchmaking as a regular Tier 5 LT.
Scrub: People who regularly complain in game about those who use Artillery, or Gold Ammunition, as well as select tanks such as the Wt. auf E-100 (on the premise that these remove 'skill' from the game). While there may be legitimate complains to be made, these people are basically just in rage over being killed by something they consider 'cheap' even though they could use it themselves.
Seemingly every day, a new suggestion springs up on the forum on how to prevent Noobs from playing higher tier tanks, because if the weak player is in the top tier tank, this can make the difference between an easy game or a sure loss for the whole team.
Artillery in a match on Himmelsdorf is considered a cruel joke by the matchmaker. The buildings everywhere ruin the ability to get a clear shell trajectory.
Malinovka, whose problems are summed up in its nickname further up this page, is the subject of considerable bitterness. There is an ongoing drive to remove the map from rotation, and at least some players who are bitter about the map will drive into the central field and stop in the open, committing Suicide by Cop to get out of the match while still getting some XP and Credits.
Sacred Valley, due to the fact that it is statistically proven to be unbalanced, where the North Team wins 60%+ games on average. This is due to the fact that the North Team's spawn point is located in a position where they can quickly reach two different areas of the map with elevated firing positions on the areas that the South Team occupy, in which the South team must make an uphill slog to get to these same spots. Control of these two parts of the map is generally considered to be the key to winning the game, meaning the North Team is always biased toward victory. The map has been outright removed from the random battle rotation as of 8.11.
Komarin is this for many players. A small map, divided into three sections. A small island in the middle divides the map with deep, uncrossable water separating the flanks. Once you pick a path, there is no way to get to another flank without going all the way around. Worse, both sides of the map have heavy forests to conceal tank destroyers to guard the base. The result is a very slow, campy map that often results in each team winning a flank, only to make a mad scramble to reset the base cap. It's since been changed in 9.1 to drain much of the water, add river fords, and added ridges so you cant shoot from the forests. time will tell how the map will play out now.
Tier 4 is often considered this for tanks, especially for new players. In general, it is the first tier where the player might encounter tanks more than two tiers above their own and so feel the true cruelty of the game's matchmaker. To make things worse, the tanks at this tier often have distinct strengths and weaknesses that require special playstyles that might not be obvious to a newbie, such as the M3 Lee (equipped with a powerful gun that's hull-mounted, requiring the whole tank to turn to aim) or the T-28 (which is fast and heavily armed but also large and poorly armored, necessitating careful hit-and-run tactics). It gets even worse if they're playing some Tier 4 light tanks (like the Pz 38 nA, the Luchs, and the M 5 A 1 Stuart), in which case the player is designated as a scout and can face enemies up to Tier 8. This can be extremely off-putting to new players who just downloaded the game to shoot stuff, as scouting is an advanced role that's not for everyone, and that's if they even realise they're a scout: It's very possible that some would actually try to fight horrifically more powerful tanks with their peashooters and paper armor and die very quickly as a result. Getting through Tier 4 can be considered a rite of passage of sorts where success leads to Tier 5, where the game's "real tanks" start (in the sense of both being effective and consisting largely of the recognizable WW2 models that many want to play as).
Tier 4 Heavy Tanks have it no better. While none of them can face enemies higher than Tier 5, both the D.W.2 and the Char B1 have glaring problems with mobility and firepower which almost utterly offset their advantages. Not only do they both have less armor than their Tier 4 medium counterparts, but the B1 manages to have a smaller gun, less armor, and worse armor layout than the infamously bouncy AMX 40 at the same tier.
Making things worse for the Tier 4 tanks is the prevalence of one-shotting at this tier. In higher tiers, if you make a mistake and take a very damaging hit, you probably can still fight on. However, almost every tier 4 tank has less HP than the damage of the ubiquitous 105mm howitzers at that tier, and most lack enough armour to soak its HE shell nor agility to outdrive it. Add to that the virtually guaranteed one-shots from the agile KV-1S and SU-100Y and one shots from high damage rolls of 105mm cannons, and any mistake will lead to you being sent straight back to the Garage with minimal EXP earnings.
The Worf Effect: In many cases where the supposedly strongest tank on a given team is destroyed by an opposing tank that's noticeably weaker and was recently added to the game.
They Changed It, Now It Sucks: In Patch 9.0 Wargaming introduced HD modeling to the game (this despite the fact they already knew almost HALF their player base didn't meet what they considered the 'minimum' system requirements to run the game before Patch 9.0). It resulted in near universal drop in performance across the board, making it unplayable for some. There were common cries for a 'rollback' of the patch.
Tier-Induced Scrapheap: Some tanks are reviled because they are considered much less effective then their same-tier counterparts, and some players actively avoid playing these tanks, preferring to skip them via free XP, if they're played at all.
The M3 Lee is considered an inadequate vehicle because despite being in the primary US tank line, the top turret is unusable (until multi-gun support is patched in), which means this tank is forced to play as a hull-gun-only Tank Destroyer. The sudden change in playstyle, combined with the Lee's relatively thin armor, sub-par penetration against anything higher than Tier 5 mediums, and ruthless matchmaking leaves a sour taste in some players' mouths. The fact that the Lee is, as of 8.2, the linchpin of the majority of the American tree, means it's not going to be seen in a much more positive light.
The VK 30.01 (P) is considered one of the worst stock tanks, because not only is it slower then molasses going uphill in summer, turns about as well as a supertanker, and has mostly unsloped armor, but also because its default turret can only mount the stock gun, which is about as effective as a thrown rock in the matches it's often thrown into. Adding on to that is that both the turret and tracks are required before a more adequate weapon can be mounted. Upgraded, it's a decent tank, but many players give up after a few matches because of the severe inadequacy of the stock vehicle. Since rectified, to an extent. The 8.8cm gun can be mounted on the stock turret, though its other stock characteristics remain underwhelming.
The Hetzer tank destroyer counted as this for players who pursued it via the Marder II tree (prior to the introduction of the second German TD line in patch 0.8.9). Nothing gets carried from the latter, resulting to an absurdly slow TD to grind for even decent equipment. This is the reason why most players who wish to live "the StuG Life" prefer the Pz38nA route as it already unlocks the second engine. Unlike the VK 30.01 (P) though, a full-spec Hetzer with HE rounds is a hell of a keeper, thus giving meaning to the infamous meme associated with it.
The higher you go in the tiers, the fewer American SPGs you encounter. Their top-tier SPG, the T92, is especially rare; it has the highest damage in the game, to be sure, but it also has the slowest rate of fire, longest sighting time, and worst accuracy of any of the top-tier SPGs.
However, the T92 is still a popular choice for Clan Wars due to the absolutely huge amount of splash damage it can inflict with gold shells. This means it can still deal damage to tanks in cover that the other top SPGs couldn't reach.
Low to mid tier French tanks. Their armor is fantastic for their tier, but it's often not enough to keep most other countries' guns from penetrating. Their own guns have some of the weakest penetration in the game, meaning they can rarely return the favor unless the enemy is lower tier. They're also almost universally slow, with several of them being unable to outrun a Maus without perfect crew and consumables. It's a commonly-held belief that every French tank before Tier 7 is a clunky, underpowered, ponderous behemoth.
The French "light line", for lack of mediums, gets decent as early as Tier 6 with the AMX 12t (formerly at tier 5). Quick, nimble, badly armored and with a nasty 75mm gun, it begins the line of tanks people start to universally hate, the "Mag-cannons." Its tier 5 replacement, the ELC AMX, is basically a fast tank destroyer mounting a potent 90mm gun.
Even when fully upgraded, the Char B1 is a repulsive and frustrating liability that seems to be only good for one thing: Being an easy target. The 47mm is decent enough for dealing with Lights but is almost useless against most Mediums and Heavies of equal tiers. Even the Churchills are immune to B1s firing Gold Ammo at point-blank range. You either have to waste your Free XP to bypass this awful machine or suffer through a hundred battles with it to get the BDR G1 B.
Don't use the stock gun on the Panzer III. It's so bad that it will bounce very frequently on the frontal armor of the M3 Lee at Point-Blank Range.
Introduced in 8.8, the Durchbruchswagen 2 is on par with the Char B1 in terms of the worst heavy tank in the game. It has the same weapons as the Panzer III and almost the same armor as well but is slower and bigger. Meaning that any Light with an autocannon can hurt it while its 50mm will prove ineffectual against most Mediums and Heavies.
A meta-example is the disappointment many new players feel when playing the iconic WWII German tanks like the Panther, the Tiger, and the King Tiger, and who then go to the forums to whine about it. The most common complaint is that Tigers and Panthers aren't tiered with Shermans and T-34s - the obvious reason the German tanks aren't tiered with what they fought in real life is that, in a game where things like mechanical reliability, variable steel quality, and allied air cover aren't modeled, the game would be imbalanced.
Watch It for the Meme: Some players would proceed for the German TD line (Particularly the Hetzer and StuG) just for the memes associated with it. The tanks' potential is just a mere bonus.
What an Idiot: During the WGL Grand Finals, a WG EU staff member posted a picture which contained a Bonus Code redeemable for in game Gold/Premium account time; what they unwittingly also did was pre-upload pictures for subsequent Bonus Codes so that they could be easily distributed at a later time. Someone of course noticed that the address for the first picture contained the numbering "001" and figured out that the other pictures had the same address using "002"-"035" and were able to access the Bonus Codes before their official release and posted them on Reddit. Cue EU and RU players up early in the morning using up all the Bonus Codes within hours and making off with tens of thousands of in game currency and dozens of Premium days, each.