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ALL HE getting NERFED in 1.5, Video Link


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Engineer777 #1 Posted Apr 23 2019 - 18:04

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Low production quality, as this is my first video and I didn't have much help.

https://www.youtube....h?v=kXZCOprUA_w

In short, arty HE nerfs apply to ALL tanks.

Penetrations are unaffected, but most other (direct) hits will have their damage reduced somewhat (~10%). Track hits and indirect hits will have their damage reduced significantly.

Keep in mind that many direct hits, such as those to a turret, are calculated as a splash, since they go through the turret roof. Also, track hits are splash.

Additional tests were done, not shown in the video, all with the same general result. If you test this yourself, make sure there's weaker armor within line of sight of the shell impact if you hit the tank directly.

Thank you to RoyalGreenPC for helping me.

Edit: This change has previously been acknowledged by WG, but they describe it as "insignificant", to which I disagree.

Edit: I'm noticing that many misunderstand how much and when damage will be nerfed. The change WILL NOT affect penetrations or hits to armor with no weaker armor within line-of-sight. Damage dealt by direct hits with weaker armor nearby (such as the hull roof below a turret) will have their damage reduced by a variable percentage (averaging around 15%) that is GREATER WITH increased DISTANCE TO WEAKER ARMOR DIVIDED BY the shell's maximum EXPLOSION RADIUS.

Penetrate: NO CHANGE

Most direct hits to hull (not turret/superstructure): NO CHANGE

Most other hits that deal >25% penetrating damage: ~10% NERF

Most other hits that deal <25% penetrating damage: UP TO 100% NERF (0 DAMAGE)

Track hits, spaced armor hits, gun hits, nearby object hits, ground hits: UP TO 100% NERF

(How can going from .15 to .05 cause up to a 100% nerf? It's because armor subtracts a set value after this multiplier.)


Edited by Engineer777, Apr 25 2019 - 02:14.


Engineer777 #2 Posted Apr 23 2019 - 18:15

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Edited by Engineer777, Apr 24 2019 - 03:41.


Canadian_Mano #3 Posted Apr 23 2019 - 18:16

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View PostEngineer777, on Apr 23 2019 - 13:04, said:

Low production quality, as this is my first video and I didn't have much help.

https://www.youtube....COprUA_w&t=231s

In short, arty HE nerfs apply to ALL tanks.

Edit: Thank you to RoyalGreenPC for helping me.

 

Was this not expected? They would have to change the way HE works universally to get the changes they're adding in.

Engineer777 #4 Posted Apr 23 2019 - 18:17

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View PostCanadian_Mano, on Apr 23 2019 - 18:16, said:

 

Was this not expected? They would have to change the way HE works universally to get the changes they're adding in.

 

True, but I though most people would not realize this.

RoyalGreenPC #5 Posted Apr 23 2019 - 18:17

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What this pretty much means is that ANY HE shell that don't penetrate will do less damage in the next patch, not only from SPGs. This will affect tanks like T49/KV-2/M4 and other tanks with HE main gun, as they'll be doing less damage pretty much every shot unless the full penetrate.

I was skeptical when OP told me about this, and I thought if that was the case WG would've announced it. But after doing the test several times, I'm pretty convinced he was right actually.

If this is a good/bad thing, that'll be up to you to decide. If you hate getting damaged by HE and play a lot of heavily armored tanks, it'll help you. But do we really need a pretty much 10-15% buff for armor vs HE? They already do very low damage, and it'll probably make everyone spam premium rounds even more.

Please do your own tests and post the results so we can confirm our theory. Thank you!



Canadian_Mano #6 Posted Apr 23 2019 - 18:19

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View PostRoyalGreenPC, on Apr 23 2019 - 13:17, said:

What this pretty much means is that ANY HE shell that don't penetrate will do less damage in the next patch, not only from SPGs. This will affect tanks like T49/KV-2/M4 and other tanks with HE main gun, as they'll be doing less damage pretty much every shot unless the full penetrate.

I was skeptical when OP told me about this, and I thought if that was the case WG would've announced it. But after doing the test several times, I'm pretty convinced he was right actually.

If this is a good/bad thing, that'll be up to you to decide. If you hate getting damaged by HE and play a lot of heavily armored tanks, it'll help you. But do we really need a pretty much 10-15% buff for armor vs HE? They already do very low damage, and it'll probably make everyone spam premium rounds even more.

Please do your own tests and post the results so we can confirm our theory. Thank you!

 

But it's not nerfing direct HE hits, only the splash damage at outer radii.

Although now that I think about it, splashing the under hull of heavies with HE may not be the most effective way of bypassing their armour.


Edited by Canadian_Mano, Apr 23 2019 - 18:22.


Tears_ #7 Posted Apr 23 2019 - 18:21

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I like.

Engineer777 #8 Posted Apr 23 2019 - 18:21

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View PostCanadian_Mano, on Apr 23 2019 - 18:19, said:

 

But it's not nerfing direct HE hits, only the splash damage at outer radii.

 

I probably should've explained this better in the video, but as shown with the Ferdinand, directly hitting the front and splashing into the lower roof is still technically a direct hit, but calculated as splash damage. Basically, turret hits and track hits are calculated as splash.

RoyalGreenPC #9 Posted Apr 23 2019 - 18:23

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View PostCanadian_Mano, on Apr 23 2019 - 13:19, said:

 

But it's not nerfing direct HE hits, only the splash damage at outer radii.

 

It IS nerfing ALL HE hits that don't penetrate. We tested both in the video. The difference in damage increases as the distance from the weakest armor within splash radius and the spot where HE shells hit, as WG announced would be the case for SPGs.

Engineer777 #10 Posted Apr 23 2019 - 18:24

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View PostRoyalGreenPC, on Apr 23 2019 - 18:23, said:

 

It IS nerfing ALL HE hits that don't penetrate. We tested both in the video. The difference in damage increases as the distance from the weakest armor within splash radius and the spot where HE shells hit, as WG announced would be the case for SPGs.

 

Technically not all, sometimes the HE hits a place with no weaker armor around.

Tears_ #11 Posted Apr 23 2019 - 18:26

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View PostCanadian_Mano, on Apr 23 2019 - 18:19, said:

 

But it's not nerfing direct HE hits, only the splash damage at outer radii.

Although now that I think about it, splashing the under hull of heavies with HE may not be the most effective way of bypassing their armour.

 

Any HE shell that doesn't pen is a splash because it explodes on the surface of the armor and splashes everything around the point of detonation.

RoyalGreenPC #12 Posted Apr 23 2019 - 18:28

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View PostEngineer777, on Apr 23 2019 - 13:24, said:

Technically not all, sometimes the HE hits a place with no weaker armor around.

 

I meant ALL tank's HE, not just SPG HE as WG announced. But it's still most of the regular HE hits a normal player will take.

Canadian_Mano #13 Posted Apr 23 2019 - 18:30

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View PostEngineer777, on Apr 23 2019 - 13:21, said:

 

I probably should've explained this better in the video, but as shown with the Ferdinand, directly hitting the front and splashing into the lower roof is still technically a direct hit, but calculated as splash damage. Basically, turret hits and track hits are calculated as splash.

 

I saw, But it's still within the realm of RNG to streak up to 25% +/-, just as a devils advocate here, have you tried uniform armour  profile within burst range?

Edited by Canadian_Mano, Apr 23 2019 - 18:30.


Engineer777 #14 Posted Apr 23 2019 - 18:32

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View PostCanadian_Mano, on Apr 23 2019 - 18:30, said:

 

I saw, But it's still within the realm of RNG to streak up to 25% +/-, just as a devils advocate here, have you tried uniform armour  profile within burst range?

 

I did about 40 shots for each trial, and HE automatically finds the shortest path to the weakest armor, so as long as the tank sits still, it should be consistent.

Edit: I also did some self-damage tests not shown in the video, and they seemed to have less RNG with the same results.


Edited by Engineer777, Apr 23 2019 - 18:34.


RoyalGreenPC #15 Posted Apr 23 2019 - 18:35

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View PostCanadian_Mano, on Apr 23 2019 - 13:30, said:

 

I saw, But it's still within the realm of RNG to streak up to 25% +/-, just as a devils advocate here, have you tried uniform armour  profile within burst range?

 

Well we also did quite a few tests with different tank/guns combination, not all in the video. And ALL of them did less damage in 1.5 by a noticeable margin. Probably not a coincident?

That's why I asked everyone to try it out as well, if they get the same result or not.



Engineer777 #16 Posted Apr 23 2019 - 18:41

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Removed the time stamp from the link, didn't mean it to be there.

Canadian_Mano #17 Posted Apr 23 2019 - 18:42

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View PostRoyalGreenPC, on Apr 23 2019 - 13:35, said:

 

Well we also did quite a few tests with different tank/guns combination, not all in the video. And ALL of them did less damage in 1.5 by a noticeable margin. Probably not a coincident?

That's why I asked everyone to try it out as well, if they get the same result or not.

 

I would imagine no coincidence, That would lead one to assume that not only the outer radii was reduced, but the entire damage spectrum leading to it.



Engineer777 #18 Posted Apr 23 2019 - 18:46

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Edited by Engineer777, Apr 23 2019 - 18:47.


tanopasman62 #19 Posted Apr 23 2019 - 18:47

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Can you make a more extensive post about this?, this doesn't look like good news.

Engineer777 #20 Posted Apr 23 2019 - 18:50

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View Posttanopasman62, on Apr 23 2019 - 18:47, said:

Can you make a more extensive post about this?, this doesn't look like good news.

 

Are you looking for an explanation of HE mechanics as found on the wiki? Are you looking for game balance commentary? Are you looking for more replays? What exactly should I add? Thank you for your attention.




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