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ALL HE getting NERFED in 1.5, Video Link


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RickEdwards #41 Posted Apr 23 2019 - 22:28

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I love this, actually. Right now HE either does so little damage it is barely worth shooting (for smaller caliber guns), or way, way too much damage (for high caliber guns). If you shoot low caliber HE, you're basically doing nothing, and some percent of nothing is still nothing, but if you're shooting high caliber HE, it will do less damage (to tanks with some armor at least), which is a much needed nerf to a brainless mechanic.

Flarvin #42 Posted Apr 23 2019 - 22:48

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View PostCanadian_Mano, on Apr 23 2019 - 12:16, said:

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

 

This is not entirely true. 

 

It is just probably far easier to make changes for all. 



madogthefirst #43 Posted Apr 23 2019 - 23:26

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View Posttanopasman62, on Apr 23 2019 - 09:47, said:

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

How is this not good news? They nerfed derps now they are even less idiot proof.



bad_73 #44 Posted Apr 23 2019 - 23:54

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So I want a full refund for my japanese tanks.

pepe_trueno #45 Posted Apr 24 2019 - 00:46

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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.

 

the thing is that outside monster derps for its tier HE as an amunition is quite bad and had no real use aside of very specific situations, not saying is a bad idea to nerf splash since it was stupid to be able to shoot a thick area and let the splash look for a weakspot but HE needs to have a role in the game, the mechanic as a whole needs to be changed.

make damage reduction always based on the point of impact armor but olso change the formula to DMG=DMG*0.8 - armor*4*spall coeficient, this way HE as a mechanic will have a nich without being a no-brain click.


Edited by pepe_trueno, Apr 24 2019 - 00:47.


Avalon304 #46 Posted Apr 24 2019 - 01:07

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View PostEngineer777, on Apr 23 2019 - 14:18, said:

 

Thank you very much KRZYBooP for the confirmation, but I was unable to find the text pictured here in those articles, I even word searched both the 1.5 article and the arty stun article. Also, while I appreciate WG acknowledging that it does in fact affect direct hits, I disagree that it's insignificant.

 

Expand the 'List of Chnages' section in the Features of Update 1.5 article. Its in there.

 

Its also super insignificant for anything that isnt an artillery piece becasue non artillery splash radius is super small anyway.



Engineer777 #47 Posted Apr 24 2019 - 02:38

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View PostAvalon304, on Apr 24 2019 - 01:07, said:

 

Expand the 'List of Chnages' section in the Features of Update 1.5 article. Its in there.

 

Its also super insignificant for anything that isnt an artillery piece becasue non artillery splash radius is super small anyway.

Thank you. However, the small splash makes it MORE significant, because it means that small slashes such as across a track is a distant splash in the damage calculation.



Doublenut #48 Posted Apr 24 2019 - 03:02

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View PostEngineer777, on Apr 23 2019 - 18:04, said:

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 nearby misses 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.

 

BWAAAHAHAHAHA. so arty is not getting singled out for a nerf. the HE ammo nerf will push more use of premium ammo. You all raged and now are getting the screwing you earned. The irony is epic.

Avalon304 #49 Posted Apr 24 2019 - 03:28

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View PostEngineer777, on Apr 23 2019 - 18:38, said:

Thank you. However, the small splash makes it MORE significant, because it means that small slashes such as across a track is a distant splash in the damage calculation.

 

It really isnt that significant. Even your video showed this. The reductions in your video were insignificant and will be insignificant most every tank in the game that isnt arty.

 

Plus a reduction in HE fired can only be a good thing.



enjineer #50 Posted Apr 24 2019 - 03:35

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View PostKRZYBooP, on Apr 23 2019 - 15:42, said:

 

 

It was intended for SPG's and Other vehicles firing HE shells. More information on this can be found in the article HERE

 

Open up the full list of changes to find the text listed above in the SPG changes. 

 

Get rid of stun altogether and just go back to 1 click dead .  I don't play arty often anymore, but the times I do decide to play it, it's annoying as hell to wait 33+ seconds for a shot just to direct hit a tank for 60 damage or less with a tier 9 arty.

RoyalGreenPC #51 Posted Apr 24 2019 - 06:34

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View PostKRZYBooP, on Apr 23 2019 - 16:42, said:

 

 

It was intended for SPG's and Other vehicles firing HE shells. More information on this can be found in the article HERE

 

Open up the full list of changes to find the text listed above in the SPG changes. 

 

Thank you for the confirmation. I'm not sure how I missed that, but it's a bit cheeky to say at least to put it under Changes to Stun Mechanics and not actually announce it more clearly. While you are correct and I appreciate you letting us know, I'll assume 90% of the players are uninformed that this change applies to all their tank's HE shell, not just SPGs.

And now the next question would be, was that really needed? Most players don't bother with HE already as they do very little damage, expect mostly f2p players who can't afford premium shells. It is insignificant per shot for direct hits, yes. But as the non-penetrating HE already do such low damage, the extra 5-10% decrease will still make a difference in the long run.



JunkaTheAdmirable #52 Posted Apr 24 2019 - 08:50

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Awesome, lets just have high DPM hulldown tanks dominate the meta even more by reducing the only mechanic that effectively counters them while they hold dominant map positions.



Avalon304 #53 Posted Apr 24 2019 - 09:04

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View PostJunkaTheAdmirable, on Apr 24 2019 - 00:50, said:

Awesome, lets just have high DPM hulldown tanks dominate the meta even more by reducing the only mechanic that effectively counters them while they hold dominant map positions.

 

Oh no you wont be able to spam HE and will instead of to actually think. Shock. Horror.

JunkaTheAdmirable #54 Posted Apr 24 2019 - 09:07

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View PostAvalon304, on Apr 24 2019 - 09:04, said:

 

Oh no you wont be able to spam HE and will instead of to actually think. Shock. Horror.

 

Yeah theres so much thinking to do when your team of trash players in pubs get farmed by hulldown super conquerors and 907s. Thats totally what it is bro, I guess we just need to flank those corridor maps better.

ColonelShakes #55 Posted Apr 24 2019 - 09:25

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View Postjeb2, on Apr 23 2019 - 20:17, said:

This problem seems to be me 

 

Many times when two tiers down, I have looked at my std pen and gold pen, and toggled HE.  On fairly open maps with longer ranges, the problem is even greater.

 

 

The problem is you.

 

Your math is bad.  Standard AP is enough to pen almost any tank if you can aim.  



Avalon304 #56 Posted Apr 24 2019 - 09:29

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View PostJunkaTheAdmirable, on Apr 24 2019 - 01:07, said:

 

Yeah theres so much thinking to do when your team of trash players in pubs get farmed by hulldown super conquerors and 907s. Thats totally what it is bro, I guess we just need to flank those corridor maps better.

 

If you cant find ways to open new angles the problem is definitely you.

JunkaTheAdmirable #57 Posted Apr 24 2019 - 09:49

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View PostAvalon304, on Apr 24 2019 - 09:29, said:

 

If you cant find ways to open new angles the problem is definitely you.

 

Ok so literally nothing constructive to say except "git gud." Maybe you should "git gud" against HE, 2200 wn8 pro player.



madogthefirst #58 Posted Apr 24 2019 - 13:11

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View PostJunkaTheAdmirable, on Apr 23 2019 - 23:50, said:

Awesome, lets just have high DPM hulldown tanks dominate the meta even more by reducing the only mechanic that effectively counters them while they hold dominant map positions.

Ignore them and go else where, kill all his buddies and it won't matter what ridge he made his waifu you'll easily be able to swarm himm.



RoyalGreenPC #59 Posted Apr 24 2019 - 15:04

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View PostColonelShakes, on Apr 24 2019 - 04:25, said:

The problem is you.

Your math is bad.  Standard AP is enough to pen almost any tank if you can aim.  

 

Only if that was true lol.

There are very few HTs you can pen frontally with a 2 tier lower tank. Even some TDs/MTs need premium round to be penned.

I don't even bother shooting tier 8s in my Type 5, since they'll just give me free damage blocked..



Flarvin #60 Posted Apr 24 2019 - 15:14

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View PostRoyalGreenPC, on Apr 24 2019 - 09:04, said:

There are very few HTs you can pen frontally with a 2 tier lower tank. Even some TDs/MTs need premium round to be penned.

 

If you are still using a stock gun, then yes. Or maybe tanks like the comet. 

 

Else no. 

 

I find myself using apcr almost as much for the extra shell velocity, over the extra pen. 

 

Yes, there are some HTs that fit your description, like the type 5. But not the majority of HTs. 

 






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