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SPG Change Feedback

Patch 9.20

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CabbageMechanic #1 Posted Aug 30 2017 - 19:29

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Hey Tankers,

Please post your (quality, actionable) feedback on the changes to SPG's ability to shoot into cover here.

 

Full patch notes available here.



Canadian_Reaper #2 Posted Aug 30 2017 - 20:01

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Am I misinterpreting the "Maximum 2 SPG's per team " part of the patch notes? .

Played 4 game so far, two of those have had 3 SPG's per side.

3>2, 

At least here in Canada.



Demonic_Angel_of_Death #3 Posted Aug 30 2017 - 20:05

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View PostCanadian_Reaper, on Aug 30 2017 - 14:01, said:

Am I misinterpreting the "Maximum 2 SPG's per team " part of the patch notes? .

Played 4 game so far, two of those have had 3 SPG's per side.

3>2, 

At least here in Canada.

 

2 per team for ranked battles

3 per team for random battles

4 per team for grand battles

 

@ The Mod OP: Did you really expect to get quality feedback on arty that didn't consist of "Remove it!" garbage posts?

 

I mean here's my feedback as an arty player: This is a good step, tanks hiding behind cover properly should be able to rely on their cover, so I can agree with this. 

I still think stun isn't needed, I haven't thought it was needed since I tested it's first iteration on sandbox years ago, but we the players are working around it now...

 

As the G.W. Panther isn't really known for splash, I'll come back to this post when I hopefully get my M40/M43 this weekend...


Edited by Demonic_Angel_of_Death, Aug 31 2017 - 00:31.


Canadian_Reaper #4 Posted Aug 30 2017 - 20:07

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View PostDemonic_Angel_of_Death, on Aug 30 2017 - 14:05, said:

 

2 per team for ranked battles

3 per team for random battles

4 per team for grand battles

 

Ah cool, see how it's supposed to work now, thanks! 

C4PT41N_4M3R1C4 #5 Posted Aug 30 2017 - 20:23

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It's been nice for the parameters of LT-7 be changed. 

Edited by C4PT41N_4M3R1C4, Aug 30 2017 - 20:27.


Rin_ #6 Posted Aug 30 2017 - 21:10

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Step in the right direction. When is this wonderful update coming to random battles too? I'm looking forward to when this says "No SPGs allowed in random matches."



Dishonest_John #7 Posted Aug 30 2017 - 22:30

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575 HP damage from a tier 6 arty?  Can you say "broken"? I would say "remove it and let's get on with  a tank​ game" but you all at WG know this so why bother. You  are going to do what you want to do and what we say does not matter.

 



billwiw #8 Posted Aug 30 2017 - 23:13

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like the change to not being able to splash tanks behind the buildings

 

Although these things might still be needed

  • decrease the accuracy aka the ability to 1-hit light tanks across the map going 65 km/h. This happens to me so often that it makes no sense seeing how arty players are able to just pick off light tanks.
  • Arty needs more damage or some way to deal with super-heavy tanks. Doing 300 dpm to a Maus, and effectively 0 against a Type 5 Heavy in a tank like the 212 is horrible in terms of a supporting role for any tank in the game and means that it isn't able to work much in any way. Usually the more heavy tanks there is in the current meta, if you're playing an arty and need to focus on these tanks you'll just end up losing the match anyways

 



Taupmatism #9 Posted Aug 30 2017 - 23:17

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For high tier artillery there should have also have twice more places to balance blind counterbattery.

JTM78 #10 Posted Aug 30 2017 - 23:30

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There needs to be a 2 meter mark on the artillery sights, so we know what it will not go through. The artillery shell prices need top be reduced since they do little to no damage!

DVK9 #11 Posted Aug 30 2017 - 23:34

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View Postbillwiw, on Aug 30 2017 - 16:13, said:

like the change to not being able to splash tanks behind the buildings

 

Although these things might still be needed

  • decrease the accuracy aka the ability to 1-hit light tanks across the map going 65 km/h. This happens to me so often that it makes no sense seeing how arty players are able to just pick off light tanks.

Its called lead and timing. When that lite thinks pure speed going straight across the map is it saving grace let me step up to show them it isnt. Ever wonder why tanks a stuff never go straight to point B from A without deviation?? Just like a ship on WoWs a zig zag keeps you alive. So do stops and slow down speed ups and knowing the reload times of arty

 



billwiw #12 Posted Aug 30 2017 - 23:42

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View PostDVK9, on Aug 30 2017 - 22:34, said:

Its called lead and timing. When that lite thinks pure speed going straight across the map is it saving grace let me step up to show them it isnt. Ever wonder why tanks a stuff never go straight to point B from A without deviation?? Just like a ship on WoWs a zig zag keeps you alive. So do stops and slow down speed ups and knowing the reload times of arty

 

 

Bruh. You think I'd not understand this but I do. I'm not even talking about going in a straight line. I'm talking about zig-zags, sitting still for a second in some cases as soon as you get spotted. Moving between buildings and still getting swatted down.

Themutt36 #13 Posted Aug 31 2017 - 00:50

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View PostDVK9, on Aug 30 2017 - 17:34, said:

Its called lead and timing. When that lite thinks pure speed going straight across the map is it saving grace let me step up to show them it isnt. Ever wonder why tanks a stuff never go straight to point B from A without deviation?? Just like a ship on WoWs a zig zag keeps you alive. So do stops and slow down speed ups and knowing the reload times of arty

 

 

 

shh don't tell them that.  It's too fun every time I read their tears here.:arta:



Colddawg #14 Posted Aug 31 2017 - 15:28

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0 damage ( <50% crit damage) full stun time needs to go away.  I understand that it helps arty affect the game when RNG says "you will miss" but full stun when 0 damage is done is not how to go about this.

nastykiller92 #15 Posted Aug 31 2017 - 15:34

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I have a suggestion as I'm still hating arties firing at me. A stun reduction perk that works with spall linear, but it only reduces the effectiveness of the stun on the crew, not the time it lasts as at the moment it is too effective on long reload tanks and kills the transverse speed.

Hans_Mo1eman #16 Posted Aug 31 2017 - 16:29

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View Postbillwiw, on Aug 30 2017 - 15:13, said:

like the change to not being able to splash tanks behind the buildings

 

Although these things might still be needed

  • decrease the accuracy aka the ability to 1-hit light tanks across the map going 65 km/h. This happens to me so often that it makes no sense seeing how arty players are able to just pick off light tanks.
  • Arty needs more damage or some way to deal with super-heavy tanks. Doing 300 dpm to a Maus, and effectively 0 against a Type 5 Heavy in a tank like the 212 is horrible in terms of a supporting role for any tank in the game and means that it isn't able to work much in any way. Usually the more heavy tanks there is in the current meta, if you're playing an arty and need to focus on these tanks you'll just end up losing the match anyways

 

 

This seems to be exactly why spgs go for light tanks instead. The dpm vs heavies is low so tanks like the type 5 are not a priority anymore and since accuracy is improved more targets become viable options. Something large and soft with high hp like leopard 1 is going to land you much more damage, xp, and credits in your spg now.

 

Just my thoughts- might also explain why you feel like your targeted in your light tanks more often. Honestly don't know how to fix this - cuz if they nerf accuracy more and buff pen we start to go back to the 9.17 days where everyone hates getting one shot.



Plays_With_Matches #17 Posted Aug 31 2017 - 18:54

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View PostCanadian_Reaper, on Aug 30 2017 - 14:01, said:

Am I misinterpreting the "Maximum 2 SPG's per team " part of the patch notes? .

Played 4 game so far, two of those have had 3 SPG's per side.

3>2,

At least here in Canada.

 

I read that the same way and was quite disappointed last night with 3 Arty in every match.

Gunadie #18 Posted Sep 01 2017 - 08:34

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View PostDishonest_John, on Aug 30 2017 - 13:30, said:

575 HP damage from a tier 6 arty?  Can you say "broken"? I would say "remove it and let's get on with  a tank​ game" but you all at WG know this so why bother. You  are going to do what you want to do and what we say does not matter.

 

 

Funny, the GWpanther was sub 200 damage consistently.

You must have been in a light tank with NO armor.

On top of that it appears WG has buggered around with the dispersion as aiming is terrible.

More misses than ever before



OrnmiIler #19 Posted Sep 01 2017 - 09:40

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Give us back a traditional 9.17 re-branching mode, and many of the now disenfranchised would forgive WoT; for they know not WoT they do!



mmccarrell #20 Posted Sep 01 2017 - 14:23

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I can barely do damage in my GWE 100 anymore unless it's an injured tank, going to be impossible to finish the last mission for the 3rd tank T55 A, All I can do is some stun damage, basically giving up on that now.





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