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[Sandbox] SPG Rebalance

sandbox arty rebalance arty rebalance

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DomoSapien #1 Posted Nov 26 2019 - 16:53

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Tankers,

 

The next phase of Sandbox testing is kicking off with a round of changes to SPG Mechanics.

 

There's quite a few things to talk about so please head over to the news portal and check out the article.

Feel free to leave feedback below or directly in the Sandbox forums if you've got access to those.

 

 



Tupinambis #2 Posted Nov 26 2019 - 16:55

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Less damage [same damage vs higher HP pools = less effective damage], less stun, sounds good to me.

churchill50 #3 Posted Nov 26 2019 - 17:14

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I haven't had a chance to do more than skim the article, but the changes look great to me.

GG WG.



RaynorShyne #4 Posted Nov 26 2019 - 17:19

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View PostTupinambis, on Nov 26 2019 - 09:55, said:

Less damage [same damage vs higher HP pools = less effective damage], less stun, sounds good to me.

For 'special shells' it's Less stun, increased damage.

 

Special shells: HE shells that have increased damage per shot in comparison to standard shells, but without the stun effect. They have a higher penetration value and a large burst radius. Nominal damage per shot is increased by approximately 15% in comparison to standard shells. 



CremeFraiche1 #5 Posted Nov 26 2019 - 17:19

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Love the changes! Keep up the good work WG!

churchill50 #6 Posted Nov 26 2019 - 17:25

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View PostRaynorShyne, on Nov 26 2019 - 09:19, said:

For 'special shells' it's Less stun, increased damage.

 

Special shells: HE shells that have increased damage per shot in comparison to standard shells, but without the stun effect. They have a higher penetration value and a large burst radius. Nominal damage per shot is increased by approximately 15% in comparison to standard shells. 


The thing is, this makes arty players choose between damage and stun, which is awesome.

Either we'll be taking the same damage as now (in comparison to the increased HP pools) without stun, or taking less damage with stun. Sounds a lot better than now, where we take both damage and stun.



RaynorShyne #7 Posted Nov 26 2019 - 17:27

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View Postchurchill50, on Nov 26 2019 - 10:25, said:


The thing is, this makes arty players choose between damage and stun, which is awesome.

Either we'll be taking the same damage as now (in comparison to the increased HP pools) without stun, or taking less damage with stun. Sounds a lot better than now, where we take both damage and stun.

Well, the aspirational goal will be to make as many people happy with it as possible - there will always be the margins.



Moridin_707 #8 Posted Nov 26 2019 - 17:50

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ANother SPG "rebalance?" 

I think wheeled vehicles should be first on the list of rebalances. THey have a much more drastic and toxic effect on the game.

Mondochiwan #9 Posted Nov 26 2019 - 17:50

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Lol. Feel free to leave your feedback.

But since this is NA server, none of the devs will care what you say.

MrE_Player #10 Posted Nov 26 2019 - 17:54

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View PostMondochiwan, on Nov 26 2019 - 10:50, said:

Lol. Feel free to leave your feedback.

But since this is NA server, none of the devs will care what you say.

 

 

at the same time, they offer a test server and people wont even take the time to go play on it, they will just regurgitate what somebody else says as if its fact..then, and ONLY when/if any changes go live, they will decided to cry more.



HarpoMarx #11 Posted Nov 26 2019 - 18:11

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I frankly think all this arty rebalancing going back years now was 100% lame! As a Beta player arty was/has been used in clan wars and tournament play to great effect. Now it's still effective to some degree but with RNG changes its become silly when you miss big on fully zero shots. All the hand wringing about arty from the beginning could have been remedied by simply capping arty to two per pub match. WOT problem is they listen to the crying manortity and don't listen to reasoned ideas.

 

Same issue with the "anonymizer" - a simple solution would have been to simply have fog of war with XVM or WR when the battle button is pushed. They knew how to do that for clan war competition and tourneys when they wanted, but they can't do it for pubs? Come on now be real!

 

You can't have real competition with out-of-reality RNG and no fog of war! Between MM, rng and xvm - battles are decided when the battle loads - that's not conducive to a competitive environment!



mechanizedmarauder #12 Posted Nov 26 2019 - 18:12

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long aim times. targets winking in and out, enemies moving. targets of opportunity pop up. htf does an arty player have time to choose a different shell type with their giagundas long reloads?  most large arties only get so many shots per game. I bet most arty players will default to a favorite shell, and the server wide numbers wont see any meaningful tactical shell switching action.

.

splitting the damage and stun will be good for all non arty players tho.

 

 

 



Jedjitsu #13 Posted Nov 26 2019 - 18:23

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View PostMoridin_707, on Nov 26 2019 - 11:50, said:

ANother SPG "rebalance?" 

I think wheeled vehicles should be first on the list of rebalances. THey have a much more drastic and toxic effect on the game.


I agree.  Wheeled vehicles need to be reviewed, not SPGs

 



Bronco272 #14 Posted Nov 26 2019 - 18:34

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View PostRaynorShyne, on Nov 26 2019 - 17:19, said:

For 'special shells' it's Less stun, increased damage.

 

Special shells: HE shells that have increased damage per shot in comparison to standard shells, but without the stun effect. They have a higher penetration value and a large burst radius. Nominal damage per shot is increased by approximately 15% in comparison to standard shells. 


Actually, for the special/premium shells, the stun is zero and the damage is similar to the current standard shells on the live server given the HP changes in the Sandbox.



Bronco272 #15 Posted Nov 26 2019 - 18:37

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View PostMoridin_707, on Nov 26 2019 - 17:50, said:

ANother SPG "rebalance?" 

I think wheeled vehicles should be first on the list of rebalances. THey have a much more drastic and toxic effect on the game.


They are doing artillery shell changes now because it coincides with their changes to HP pools and shell changes in the previous iterations of this Sandbox.



Snohoe #16 Posted Nov 26 2019 - 18:37

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I like it. A overall nerf. EIther you do the same damage as now but with no stun or you stun. AP rounds for those few arty players that actually have some skill / understanding of basic game mechanics is fair I guess, as long as the shell speed is slow like they say in the article, that way they won't just focus LTs and the like...

 

Between this and the anonymizer I can see myself playing a lot more this coming year...

 

Oh, and WG, nerf the M44. Even if it gets no stun with these changes it still performs way too well for its tier, can argue facing one is worse than facing a M53 with the same matchup due to that stupid fast reload with its still high alpha.



enjineer #17 Posted Nov 26 2019 - 18:49

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View PostSnohoe, on Nov 26 2019 - 12:37, said:

I like it. A overall nerf. EIther you do the same damage as now but with no stun or you stun. AP rounds for those few arty players that actually have some skill / understanding of basic game mechanics is fair I guess, as long as the shell speed is slow like they say in the article, that way they won't just focus LTs and the like...

 

Between this and the anonymizer I can see myself playing a lot more this coming year...

 

Oh, and WG, nerf the M44. Even if it gets no stun with these changes it still performs way too well for its tier, can argue facing one is worse than facing a M53 with the same matchup due to that stupid fast reload with its still high alpha.

Oh ya, hitting heavies and TDs for under 200 HP, then waiting 33 seconds to do it again is stupid fast and high alpha.



RolandTGunner #18 Posted Nov 26 2019 - 18:53

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Summary: We want to change ("rebalance" ) artillery ammunition to encourage arty players to shoot more premium shells.

Edited by RolandTGunner, Nov 26 2019 - 18:54.


Snohoe #19 Posted Nov 26 2019 - 18:54

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View Postenjineer, on Nov 26 2019 - 11:49, said:

Oh ya, hitting heavies and TDs for under 200 HP, then waiting 33 seconds to do it again is stupid fast and high alpha.

? M44 has 16 sec reload and generally hits for 200-400. Meanwhile the M53, 3 tiers higher hits for about the same to 100-200 higher with double the reload time.... again, 3 tiers higher. And that thing is considered better than all the tier 10 arties so what does that make the M44, lol.

 

Edit: Ah, I see, proving the average arty players intelligence with your reading comprehension skills, clearly in my post I was talking about  the M44 having the "stupid fast and high alpha" in comparison with the tier 9.


Edited by Snohoe, Nov 26 2019 - 18:58.


SquishySupreme #20 Posted Nov 26 2019 - 19:03

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View PostRaynorShyne, on Nov 26 2019 - 17:19, said:

For 'special shells' it's Less stun, increased damage.

 

Special shells: HE shells that have increased damage per shot in comparison to standard shells, but without the stun effect. They have a higher penetration value and a large burst radius. Nominal damage per shot is increased by approximately 15% in comparison to standard shells. 

Bzzzt.

Re-read the terribly worded boilerplate from Wargaming:
- Stun is being lowered again.
- HP pools on all tanks are to be increased by 15-22%.
- HE rounds will remain the same damage as now for "normal" gopnik-approved shells that you stand in line for made out of scrap metal.  That tanks have more armor, well, we can't control that, this is the ammo shop, comrade.
- Premium rounds will do 15% more damage versus 15-22% more armor.  So you effectively pay premium prices for the same ammo that we currently have.  That's no more effective in the end, if slightly less versus heavy targets ( remember that the extra HP also affects spall liners and spaced armor effectiveness a bit as well )

So a net nerf because we not have to pay something like 8-10K for a "premium" shell that looks like last year's model.  Gold ammo is the new "normal".

But AP rounds? That at least is something good.  The number of times I'd like to ignore module damage and all of that and just do even 200 damage versus a heavy tank instead of 9...  At least we get something back? Yay?







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