Jump to content


A question about the arty nerf in regards to the KV-2 and H/E in general


  • Please log in to reply
13 replies to this topic

stalkervision #1 Posted May 19 2019 - 20:25

    Major

  • Players
  • 65616 battles
  • 9,425
  • Member since:
    11-12-2013
Are H/E rounds nerfed in general now ?  I'm confused. That is what i heard. :confused:

J3Tears #2 Posted May 19 2019 - 21:12

    Sergeant

  • -Players-
  • 3690 battles
  • 141
  • [SNPAI] SNPAI
  • Member since:
    03-08-2018

I didnt hear anything like that and havent experienced anything like that. The Type 5, Type 4 and the Fv4005 Had HE changed but i dont think anything else did. Usually after every update there is a few people who say "this was secretly nerfed" and such so you may have just heard someone complaing.

 

https://worldoftanks.com/en/1.5/



Junbeyn #3 Posted May 19 2019 - 21:50

    Captain

  • Players
  • 33986 battles
  • 1,513
  • [DERGN] DERGN
  • Member since:
    09-11-2011
Artillery HE shells are their own class of HE shells. non-SPG shells have not been affected directly apart from some changes to very specific gun shells

ChatBan_ChatOff #4 Posted May 19 2019 - 22:39

    Staff sergeant

  • Players
  • 41942 battles
  • 334
  • [FYYFF] FYYFF
  • Member since:
    03-02-2012
They are still hitting you for at least 1/3 of your health right.....there was never a real nerf....they keep telling us there is but in reality it is nothing.

VooDooKobra #5 Posted May 19 2019 - 22:41

    Major

  • Players
  • 9411 battles
  • 5,280
  • [MOVE] MOVE
  • Member since:
    04-23-2011

View PostChatBan_ChatOff, on May 19 2019 - 14:39, said:

They are still hitting you for at least 1/3 of your health right.....there was never a real nerf....they keep telling us there is but in reality it is nothing.

 

thats because damage didnt get nerfed, it was stun and blast radius.  last time arty dmg got nerfed we got stun

Edited by VooDooKobra, May 19 2019 - 22:42.


F1O1 #6 Posted May 20 2019 - 00:16

    Captain

  • Players
  • 60 battles
  • 1,504
  • [SAMUS] SAMUS
  • Member since:
    01-11-2012

Some guy did specified testing, l forgot if he was on villain or SlMP.

The test subject was Grille 15, an unarmorued vehicle.

The tester, utilized the Sheridan, using normal HE not prem HE rounds 

The explosion damages were not on contact, but area of effect away from the Grille

The radius damage did in fact decrease away from epicenter of detonation

 

AKA, TLTR explosion damage of 0.05 from explosion center, compared to pre-nerf 0.15 modifier

All classes took HE damage reductions, with detonations furthest away from target.

 

 



SargeanTravis #7 Posted May 20 2019 - 00:19

    Staff sergeant

  • -Players-
  • 2434 battles
  • 338
  • [FUBU] FUBU
  • Member since:
    10-22-2018

There was a thread, but it's not really like that

 

Ive gotten games where I one shot T8's for 695 damage in my KV2



tanopasman62 #8 Posted May 20 2019 - 00:21

    Major

  • -Players-
  • 19700 battles
  • 4,000
  • [_ADP_] _ADP_
  • Member since:
    12-13-2016
Haven't touched my KV-2 yet but the Pz IV H performs as good as usual. :justwait:

SquishySupreme #9 Posted May 20 2019 - 08:04

    Staff sergeant

  • -Players-
  • 2707 battles
  • 485
  • Member since:
    10-29-2018
Yes, the nerf to SPGs also affects HE rounds.  Missing by more than *literally* 5 feet is effectively 5-10 damage at most, except for the big derp buns which are maybe 20.

SargeanTravis #10 Posted May 20 2019 - 15:43

    Staff sergeant

  • -Players-
  • 2434 battles
  • 338
  • [FUBU] FUBU
  • Member since:
    10-22-2018

View Posttanopasman62, on May 20 2019 - 00:21, said:

Haven't touched my KV-2 yet but the Pz IV H performs as good as usual. :justwait:

 

M4 Sherman Derp works well too

Tuzban #11 Posted May 20 2019 - 20:17

    Staff sergeant

  • Players
  • 35106 battles
  • 269
  • [RELIC] RELIC
  • Member since:
    10-04-2012

View PostF1O1, on May 19 2019 - 23:16, said:

All classes took HE damage reductions, with detonations furthest away from target.

 

Correct. All HE rounds were nerfed. It's not that noticeable, but it's definitely a nerf. It's in the -10% damage ball park for non-penning hits.

SquishySupreme #12 Posted May 23 2019 - 09:41

    Staff sergeant

  • -Players-
  • 2707 battles
  • 485
  • Member since:
    10-29-2018
Note - it's roughly 10% if we are talking the entire possible blast radius, but because it effectively went from a simple function to a logarithmic one in terms of how drop-off behaves, missing by any significant amount results in quite literally single digit damage rolls.  I have lost count of how many 1-4 damage rolls I've done on near misses since the change.  Previously I'd at least hit for 20-30 on a close miss.
 

Tuzban #13 Posted May 23 2019 - 15:15

    Staff sergeant

  • Players
  • 35106 battles
  • 269
  • [RELIC] RELIC
  • Member since:
    10-04-2012

View PostSquishySupreme, on May 23 2019 - 08:41, said:

Note - it's roughly 10% if we are talking the entire possible blast radius, but because it effectively went from a simple function to a logarithmic one in terms of how drop-off behaves, missing by any significant amount results in quite literally single digit damage rolls.  I have lost count of how many 1-4 damage rolls I've done on near misses since the change.  Previously I'd at least hit for 20-30 on a close miss.

 

It's about -10% for non-penning hits. Misses get up to anything up to -99%, as you have seen with the single digit damage rolls.

 

The reason why the damage is down for non-penning hits is in how HE shells work. They try to find the weakest armor in their blast radius, and then they damage based on that armor. Well, the weakest armor it almost never on where you hit, but a foot or two away. Which, in turn, means that the blast radius nerf kicks in. And for the tiny splash radius of non-arty HE shells, that 1-2 feet is enough to drop the damage by -10%.



SquishySupreme #14 Posted May 23 2019 - 21:01

    Staff sergeant

  • -Players-
  • 2707 battles
  • 485
  • Member since:
    10-29-2018
1-2 ft is more like a 50% drop-off by that point.  It's an extremely rapid logarithmic falloff now.  I've had multiple instances of full stun with a SPG and 0-1 damage from hitting so close to the tank that it still tracked it.

My record in the last three weeks for splash damage in a single game with a SPG was... 12.  8 stuns in that game, 12 combined splash damage.   Worst was one game with 3 hits and 1 track.  0 damage.  4 registered "hits" due to splash damage, but 0 points actual damage done.  Tracked the thing, did 0 points of damage.

It effectively does not exist any more, as single digit damage is effectively a missed shot.
 




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users