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Tier 9 and 10 Sandbox SPGs


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F1O1 #1 Posted Jun 09 2019 - 05:29

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Just watched Dez,  featuring the tier 10 arty improvements. Tier 9 arty are pretty simple to guess too.

Looks like things are finally coming together for arty, with premium holders able to remove 2 maps, and possible ammo changes increasing damage.

ln my opinion, this will be a large boon for lame artillery like Bat Chat 155 and 58, lorraines, FV207 and 3805, and obj 261. Artillery in other words, that have really low alpha damage, and especially low alpha damage when attacking super heavy tanks like Jag panzer or Type 4 & 5. 

 

lnteresingly, arty will have absolutely no use for premium shells, as the small burst radius increase do not at all offset the large damage increase. l suspect premium HE rounds featured on artillery, will need a pen and/or burst area improvement, as the normal HE is now massively better.

 

What we have so far for tier 10s are as follows:   T92 increases to 1580.  ConGC increases to 1460. GWE increases to 1340. obj 261 increases to 1,100. And Bat Chat has 910.  l assume Bat Chat in tier 9 would have the same 910. FV3805 has the same as 261,  1,100. GW Tiger has the same as GWE, 1340. No clue about 212A and M53/M55, though l expect 1,220 if the numbers and increments match up. 

 

l guess we are one step closer to heaving back to 9.17.  l think this is a good move, in order to spread some fear into heavy tanks which otherwise shrug off direct arty hits nowadays.  Let the bombing continue.

 

 

 

 

 

 



stalkervision #2 Posted Jun 09 2019 - 06:02

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Thanks for the info buddy. I hope your right.  

heavymetal1967 #3 Posted Jun 09 2019 - 06:50

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Don't forget they said phase three of the changes will be reintroduction of AP rounds with lower accuracy than HE for a bit of a risk/reward decision. 

 

Gonna guess they'll stay a second "standard" choice and a second HE round will be the prem round as it is now though that round will likely be changed.  Or it could be that AP with better pen and lower damage may be the prem round and they'll do away with "gold" splash. 



SquishySupreme #4 Posted Jun 09 2019 - 08:00

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20% more damage but 20-30% more armor equals out to no advantage at all.  He's just reacting to seeing the new inflated numbers.  The ratios stay almost exactly the same.  But WG will certainly say " we increased the damage!" and claim it's a buff to SPGs when it isn't.

CynicalDutchie #5 Posted Jun 09 2019 - 08:28

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I hope these changes never make it to the live server.

F1O1 #6 Posted Jun 09 2019 - 08:33

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View PostSquishySupreme, on Jun 09 2019 - 07:00, said:

20% more damage but 20-30% more armor equals out to no advantage at all.  He's just reacting to seeing the new inflated numbers.  The ratios stay almost exactly the same.  But WG will certainly say " we increased the damage!" and claim it's a buff to SPGs when it isn't.

 

HP does not equate armour.

The tanks are gaining HP, not armour

By giving arty more damage HE rounds, allows them to splash for more.

This is clearly a buff.  Right now, object 261 won't even scratch Maus or Type 5, it will do 75 damage. Many times even  0.  And it is worse with Bat Chat

This buff, despite HP buffs for tanks, will remove those 0  damage crits, and absurd low rolls. Clearly a buff

 

 



SquishySupreme #7 Posted Jun 09 2019 - 20:56

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It's the same.
2400 hp x 1.2 = 2880 hp
600 damage x 1.2 = 720 damage 
4.0 shots to kill / 4.0 shots to kill.

Nothing changed in the percentages.  We are just seeing inflated numbers and reacting like old people at prices in the grocery store.  If a T10 SPG actually pens you, you are 95% of the time simply one-shot.  It happens.  He's also using the biggest alpha T10 SPG in the game to try to make it seem more inflated.

They changed the splash damage from a linear falloff to a logarithmic one.  This was a serious debuff and a bit more "damage" doesn't fit it at all.  Not when everything just got equal HP to compensate.  

F1O1 #8 Posted Jun 10 2019 - 02:26

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You seem not to understand the simple things,  concerning how HE works. 

Which is what artillery uses in its attacks, HE ammunition

 

Take for example, current GWE  (or GW Tiger, GW Porsche)  that  deals 1,100 damage.  Bat Chat 55 and 58, deal 750 damage. To get a common denominator, 1,100 x 2 for 2,200,  and 750 x 3 for 2,250  -  close enough. Not using penetrations, because lets face it artillery do not commonly penetrate, the theoretical damage of Bat Chat is seemingly superior. However, put into effect on the battlefield its quite different, and the Bat Chat is actually significantly less effective. With the more powerful burst radius available, with the higher alpha damage available, the 210mm howitzer is more likely to strike and spall, splash through even heaviest of armour, super heavy tanks and deal stinging of damage. However, with Bat Chat mediocre 155mm howitzer and 750 damage, it is unable to deal with armoured threats at all, frequently causing 0  damage crit hits against targets like Maus or Type 5. Plainly compared, an  oi  or  oho, a KV2, or SU152  fire more powerful HE projectiles. 2 HE direct hits from GWE, will deal more damage than 3 from Bat Chat 55. Just because of how HE mechanics work.

 

By changing the HE damage with increasing it, they aren't just increasing theoretical and added-up possible damage. They are increasing the MAGNlTUDE of damage likely. Bat Chat won't be dealing 0 damage hits against Maus, or a Jag panzer. Or if you are lucky, 120. lts going to deal alot more, say 200 consistently. 

 

 

 



SquishySupreme #9 Posted Jun 10 2019 - 04:57

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The falloff for HE is horrendous now.  If you miss at all, you do very little damage now compared to before.  I've had KV2 derp shots hit the wall next to me and do single digit damage.  Two months ago that would have hit my TD for at least 100 damage.   The pen is so bad that 90% of the time while it lists 1100 damage, you will do maybe 200-300.  That's it.  Sometimes you roll so low that you do 10 or 20.

200 damage versus a new 3000 HP might as well be no advantage at all.  You are at best going to be doing what you have been this last month - finishing off almost dead tanks and doing very little splash.
I had one game a month ago where I got 4 hits in the game.  0 pens. 0 splash damage. 9 damage, ~40 seconds of stun.  I hit the target 5 feet away and 0 damage - not even a track or injured crew member.  The nerfs in May were horrendous and it's still not close to making any difference.  Going from 80% as effective as two months ago to maybe you roll higher and do 85% as much as before...

It's certainly not a massive buff like he claims.    Not after last month's baseball bat to the head.

F1O1 #10 Posted Jun 10 2019 - 05:13

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View PostSquishySupreme, on Jun 10 2019 - 03:57, said:

   The pen is so bad that 90% of the time while it lists 1100 damage, you will do maybe 200-300

200 damage versus a new 3000 HP might as well be no advantage at all.  

 

Penetration has nothing to do with non-penetrating splash damage culminated damage roll.

Penetration only dictates whether or not penetration and full damage occurs or not.

FV183 could have 7,000mm HESH pen. lf it so much as hits over 70' angle, hits external modules, hits spaced armour  -  that penetration is now meaningless.

HE splash hit is the result, and pen means nothing then.

 

200 damage means alot. Because something like Bat Chat often currently gets  0.  l am talking about direct hits. Not near misses. Bat Chat can literally directly hit the many super heavy tanks people drive, and deal  0 damage with those pathetic 750 power HE shells.  HE under 150mm  950 damage is a joke.

ln clan wars, l would see object 268 V 4, spam HE at lS7 tanks hulldown, or super conquers. Many times, l saw them deal  0  damage hits. And we are talking about direct hit, 840 base power.  HE works by magnitude, you want as much possible. That is why Type 5 was so popular before

 

 

 

 



BadCorps #11 Posted Jun 24 2019 - 13:00

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YAY




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