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HE rounds MAY get nerfed and the tanks that may be screwed by it


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HeraldricKnight #41 Posted Oct 18 2019 - 03:14

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View PostFrozenKemp, on Oct 18 2019 - 02:01, said:

 

That is not correct. Read the section on splash mechanics. (Shrapnels, Spalls, and Splash Radius).  Armour still affects all three. 

 


Based on what I read from the article, it depends on where the round lands and how the system detects weakpoints within the splash zone. There's a minimum amount, but that amount is guaranteed, it just depends on whether there's a weakspot that might increase the damage. 



tanopasman62 #42 Posted Oct 18 2019 - 03:15

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View Postfodder49s, on Oct 18 2019 - 03:07, said:

 

They murdered the derp Stuart.

 

They mugged the Chaffee on three separate occasions.

 

The bulldog was neutered.

 

Now they're gunning for the derp 49?

 

That used to be a great, gobs o' fun line with all kinds of interesting non-cookie cutter tanks. Now, what's the point? Where's the fun? 

 

NO FUN ALLOWED, Only tryharding.



Harvester_0f_Sorrow #43 Posted Oct 18 2019 - 03:25

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Meh I hardly even use he because it not reliable so I do not even see why this is a "problem" all of a sudden. whatevs

Krupp_Sabot #44 Posted Oct 18 2019 - 03:33

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View PostFrozenKemp, on Oct 17 2019 - 18:57, said:

 

Whaaaaat.

 

If you are using HE in the Crusader or Valentine you are literally doing it wrong.  Does the M41 90 have some special secret HE?


As for the E100... urgh. 

As far as the Cruiser he means the Cruiser 2 which with the derp becomes a baby KV2



Mancu #45 Posted Oct 18 2019 - 03:34

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View PostHeraldricKnight, on Oct 17 2019 - 22:14, said:


Based on what I read from the article, it depends on where the round lands and how the system detects weakpoints within the splash zone. There's a minimum amount, but that amount is guaranteed, it just depends on whether there's a weakspot that might increase the damage. 

 

According to the article that minimum is pretty low in all cases. By way of explanation it says "In the new system, damage is calculated from 1 in the center to 0.1 along the edge." So, for example, a 122 mm HE round now has a base damage of 180-190 x 1.0 to 0.1, depending on where it lands. That makes the minimum for a 122mm round 18 hp damage. The average will be 92.5 hp damage. Tell me how useful that is.

 

 

 

 



gmotoman #46 Posted Oct 18 2019 - 03:37

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Makes me sad.  I really enjoyed playing the Jumbo E2.  I guess (if the changes take place) I shall retire it.  I remember not caring about seeing tier 8's in an MM because at least I knew I could do a little damage. 

TINFOIL TIME!

WG knows they can't rid of arty they have said they won't, but by nerfing HE who'd want to still play arty?


HeraldricKnight #47 Posted Oct 18 2019 - 03:42

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View PostMancu, on Oct 18 2019 - 02:34, said:

 

According to the article that minimum is pretty low in all cases. By way of explanation it says "In the new system, damage is calculated from 1 in the center to 0.1 along the edge." So, for example, a 122 mm HE round now has a base damage of 180-190 x 1.0 to 0.1, depending on where it lands. That makes the minimum for a 122mm round 18.5 hp damage. The average will be 92.5 hp damage. Tell me how useful that is.

 

That's the strange part. If there's no pen, what does the game consider a 'full damage shot'? Something that hits a weakpoint? Something that hits weaker armor? 

 

There's a lot of information missing that would be helpful. From what I can understand the game will better calculate that maximum potential damage when the HE connects, but I'm guessing if you aim at an external module or a 'weakpoint' you'll do full damage regardless of how angled you are, and if you just snap shot at a turret, the minimum is given. 

 

I'm not seeing an issue here. HE seems like it will require a modicum of accuracy in order to get what you want, but it seems that it will do considerable damage to modules, so that's something to look out for. 



Avalon304 #48 Posted Oct 18 2019 - 03:43

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View PostPanzerXO, on Oct 17 2019 - 19:03, said:


Ask any scout that's been counter-scouted by a BlackDawg

 

I mean I own the M41 90 and use the HEP often, but its not my primary round. I would never fire 102pen HEP as a primary round in a tier 8. HEP is situational, depending on the target Im going up against, otherwise Im shooting AP. (And even then sometimes I'll just shoot AP to ensure the damage rather than risking the HEP detonating on the enemies tracks or gun or something).



IamJMan999 #49 Posted Oct 18 2019 - 03:46

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I paid 23mill credits for my deathstar. I Want my HE untouched. whine whine...

 

But seriously The deathstar has HE i know this because I am Cheap and use HE mostly, and HESH after a bounce or super low rolls.

 

HE isnt perfect. Not by a long shot, but it only needs tweaked here and there, not overhauled to such a degree that it ruins whole tanks..

 

I like this game. My occasional games in my DERPY DERPS picks me up after a night of craptastic teams. If I cant DERP someone after a frustrating night to make myself feel better, maybe this game will lose its solace.



Krupp_Sabot #50 Posted Oct 18 2019 - 03:47

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View Postgmotoman, on Oct 17 2019 - 19:37, said:

Makes me sad.  I really enjoyed playing the Jumbo E2.  I guess (if the changes take place) I shall retire it.  I remember not caring about seeing tier 8's in an MM because at least I knew I could do a little damage. 

TINFOIL TIME!

WG knows they can't rid of arty they have said they won't, but by nerfing HE who'd want to still play arty?

This iteration of the HE rework is not going to effect arty or Hesh



VariaVespasa #51 Posted Oct 18 2019 - 03:49

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View Poststeelandpain, on Oct 18 2019 - 01:54, said:

Don't hold your breath for that refund.

The KV-2® specifically doesnt have the choice of using another gun and was explicitly marketed on the KV-2 derp style. Meganerfing it does, in fact, call for a refund from those who want it.



Avalon304 #52 Posted Oct 18 2019 - 03:52

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View PostVariaVespasa, on Oct 17 2019 - 19:49, said:

The KV-2® specifically doesnt have the choice of using another gun and was explicitly marketed on the KV-2 derp style. Meganerfing it does, in fact, call for a refund from those who want it.

Nope. The KV-2 R still gets AP that it can use.



VariaVespasa #53 Posted Oct 18 2019 - 03:54

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View PostAvalon304, on Oct 18 2019 - 03:52, said:

Nope. The KV-2 R still gets AP that it can use.

Yes, but thats not how it was marketed and thats critical to their legal standing.  



Avalon304 #54 Posted Oct 18 2019 - 04:00

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View PostVariaVespasa, on Oct 17 2019 - 19:54, said:

Yes, but thats not how it was marketed and thats critical to their legal standing.  

No it really isnt.



Volcanic_lobster_220 #55 Posted Oct 18 2019 - 04:11

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KV-1S with 122mm is another tank with derp, that thing is fun.

Treeburst #56 Posted Oct 18 2019 - 04:32

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View PostHeraldricKnight, on Oct 17 2019 - 21:42, said:

 

That's the strange part. If there's no pen, what does the game consider a 'full damage shot'? Something that hits a weakpoint? Something that hits weaker armor? 

 

There's a lot of information missing that would be helpful. From what I can understand the game will better calculate that maximum potential damage when the HE connects, but I'm guessing if you aim at an external module or a 'weakpoint' you'll do full damage regardless of how angled you are, and if you just snap shot at a turret, the minimum is given. 

 

I'm not seeing an issue here. HE seems like it will require a modicum of accuracy in order to get what you want, but it seems that it will do considerable damage to modules, so that's something to look out for. 


But that’s the thing, it already requires aiming in order to “get what you want”, assuming you want more than a couple hundred damage. 



Skofnung #57 Posted Oct 18 2019 - 04:42

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When some of these tanks are pretty much balanced around HE use, a change like this is devastating to them.  Merely buffing AP damage, and the HP increase that ALL tanks are to receive, is already the EXACT same relative nerf that premium ammo is getting.  Why does HE need even more of a relative nerf?  Other than the pre nerf Type 4 and 5, I never saw HE as much of a game breaking problem.

Boz1968 #58 Posted Oct 18 2019 - 04:49

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As far as I am concerned, if this is the route they plan to take to adjust shell round types, then I vote for just leaving them the hell alone.  The whole point of "derping" will be lost and pointless.  (say bye bye to the KV2, Hetzer, M4 variants w/ derp, ISU td's etc) Way to over complicate and over engineer a solution to a problem where the only issue is with the "special" gold rounds.  All other rounds are fine as in the game.  The whole complaint is that "special" rounds offer no downside and is just a press 2 to increase skill mechanic.  Concentrate on that and that only.  Forget this nonsense of complete and total shell rebalance you will totally ruin some of the very essence in character that many of the tanks have that can equip a "derp" style gun.      

Rocker_Box #59 Posted Oct 18 2019 - 04:53

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Running into a US M2 Medium with the 75mm has made more then a couple Pz.I C platoons regret their backfield dash at tier III.

 

 WOT goes through with their HE nerf, as they describe it for super test.  I won't be needing garage slots for a while, or credits after I sell mounted equipment.  I've been playing this game far to much, so any excuse to play it less is not necessarily a bad thing!  



I_QQ_4_U #60 Posted Oct 18 2019 - 04:53

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TBH if they make it more consistent I think it's a good thing. I don't like playing derp tanks, HE is just so inconsistent to be worth using in most situations. Sounds like if you hit in low armour areas you're still going to do good damage.




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