1) Will the introduction of a new balance nullify the effectiveness of special (gold) shells in FV4005 and FV215b (183)? What about high-explosive shells in Japanese Type 4 Heavy and Type 5 Heavy? Why save the KV-2?
Answer – “We cannot yet share detailed information on how the new balance affected these tanks, but you can try them yourself and share your impressions with us.” And the KV-2 has a special relationship because of how often it currently pierces high-explosive armor and deals full damage.
2) Why not just limit the number of special (gold) shells to a third of the ammunition? Also, in my opinion, players will now spam HE at higher levels, since it is cheaper and damage is done in any case.
Answer – The goal is to change the shell ecosystem. So that different types of shells are more acceptable depending on the type of situation, and not so that there is always one best universal shell. The first internal tests did not reveal the increased spam of HE, however, that is why we conduct tests, so we will definitely notice if the use of landmines is more frequent.
3) a) What about the HESH on the British CT 9 lvl MT Centurion Mk. 7/1? This type of projectile is very important to him! And what about low levels? Hetzer? Pz IV A, etc.? All of these tanks are much less effective without their high explosives. And these are just a few examples, there are many more.
b) Why buff art? How do special (gold) shells do more damage, do they have a wider radius of fragmentation and DO NOT STUN? How do you explain this?
c) How will the armor of tanks change? Will there be any changes? To win, you need to deal damage, and if you can not do damage with a conventional projectile, then special ones are used. The game has a lot of tanks with high armor protection. And on the other hand: we have many tanks that you can play only if you use a large amount of gold ammunition. What will become of them?
d) The most important question: why do you deprive players of the PLEASURE that they could receive by playing high-explosive tanks?
Answers – a) For tanks using he as the main element of the gameplay, we tried to adjust the characteristics of the shells in the new system in such a way as to maintain efficiency at the same level. Almost all HE and HESH with new mechanics will not be able to penetrate armor. HE shells, which in the old system had higher penetration values, now do more damage as compensation for the loss of penetration.
b) Arty will not receive a buff, their special (gold) shells will do more damage than the standard ones at present, but keep in mind that all tanks will have more strength points, so these changes will be balanced.
c) We can’t share detailed information about how the changes will affect the tanks, but you can try them yourself and share your feedback.
4) With the changes that the game is undergoing, will wheeled cars get their own class?
Answer – No, these changes will definitely not be made with a new balance.
5) Why not introduce a more “historical” balance / availability of standard / special shells. Make their number available in accordance with how they would historically be located in a particular tank. Thus, you encourage a more informed game with standard shells and save special (gold) shells for complex or special situations.
Answer – The answers are the same: the goal is to change the ecosystem of shells. So that different types of shells are more acceptable depending on the type of situation, and not so that there is always one best universal shell.
6) Only KV-2 will remain unchanged? What about other tanks? Pz IV H, F-30 gun, Sherman, FV215b (183)?
For tanks using HE as the main element of the gameplay, we tried to adjust the characteristics of the shells in the new system in such a way as to maintain efficiency at the same level. Almost all HE and HESH with new mechanics will not be able to penetrate armor. Those. HE shells, which in the old system had higher penetration values, now do more damage as compensation for the loss of penetration.
The current changes will affect several tasks for art and other classes of vehicle, we plan to correct them so that they remain at the same level of complexity as now.
Some of them may even be turned off for the first time, until the exact setting is calculated.
7) Glad for KV-2 but what about other tanks of this type: G1R, Pz IV H, etc.? Aren’t you afraid that the players will really spam landmines at higher levels (because it will become easier to damage a tank with strong armor and it will be cheaper than shooting gold)? Don’t you think that the player does not play with the HE for trolling other players, but just for fun?
How much do you hope to increase the average duration of the battle with an increase in tank strength points?
Answer – Already answered above about it. At the moment, we do not have such concerns, however, which is why we conduct tests.
8) Are there any plans to thoroughly rebalance some tanks that are famous for the ridiculously small ammunition? 261? The Manticore?
If you make changes to the shells, it would be nice if at least some sane amount of shells could be taken into battle on these tanks.
P.S. right there: How is it going to happen that after 9 years new players still have NO intelligible training ???????????
P.P.S: You really, REALLY !!! REALLY !!! you need to find someone who could bring the interface of your game to the standards of at least the 20th century, for a start …
Answer – “We cannot yet share detailed information on how changes will affect the tanks, but you can try them yourself and share your feedback.”
The same answer was given regarding the quantity of ammunition: let’s look at the results of the tests, and although this is not so, there are no reasons why the ammunition could not be corrected in the future, especially if it concerns something so reasonable and logical, like this.
9) a) I understand the idea of reducing the number of low-level tanks. If I understand correctly, then for credits through the in-game store it will be possible to buy tanks that will become “collectible”. But which tanks of the sixth level and above will be withdrawn? Will they also be available for purchase for silver? Will it be necessary to develop them?
b) If you want to simplify the low levels, will there be a rebalancing of tanks from the stock? Recently, most of the new tanks have been pumped out quite tolerably, and I must say that the IS-2-II and IS-3-II were especially successful for you, since they are actually full-fledged combat vehicles even in stock. But looking at tanks such as IS-M or Tigers 1 and 2, I get deeply depressed when I recall their condition in stock.
c)In the Sandbox, a level 10 tank with a shot can kill arty with standard ammunition (is this logical, in your opinion?). Since in the current random for artillery one-shot you need to charge a HE, this is especially important at the final stages of the battle: 1 on 1, where art can hook you splash, kill and win the battle.
d) Why in the last iteration did the artillery maintain its penetration by HE? High-explosive penetration is disabled on almost all tanks, but does art retain this game element of chance?
e) Will armor-piercing shells for artillery be more accurate than HE? Because, if they don’t, armor-piercing shells actually have no use, in my opinion, since the element of randomness is incredibly large and can disappoint both the artilleryman and other players.
f) How quickly will Wargaming begin to work on tank balance after remaking shells? I have concerns that tanks with strong armor, such as Super Conqueror, T95 / FV4201 Chieftain, Object 279 early, Object 430U and Type 5 Heavy, will become even more formidable vehicles.
g) Will vulnerabilities begin to re-enter the game? I mean the commander’s cupola 430U, Super Conqueror, etc. As for me, you did a good job of balancing the armor of the ST-II branch and I would like something similar to be used again in relation to other tanks.
i) It was mentioned that the amount of silver received will be adjusted, but what about the experience gained? More damage means more experience, right?
j) All these changes of high-explosive shells, because the “glass guns”, such as Grille 15, Strv 103B, etc., will well upset? After all, now it will no longer be possible to punish by increasing your PDM by almost 20% when switching to HE.
k) What do you plan to do with prem tanks, in which HESH are the main feature? These are EBR, FV1066 Senlac, HWK, Kanonenjagdpanzer 90 mm, etc.
Answers – a) tanks of level 6 and above, withdrawn from development trees, will not become collector tanks, they will be available later in other ways, which we will open later. Regarding which tanks will be withdrawn, it has already been announced.
b) The idea of rebalancing the balance is not to make develop easier or more difficult, but players may find it more or less pleasant depending on whether how changes will affect certain tanks. However, this does not mean that the balance will not be able to change in future updates.
c) Changing the number of strength points of equipment should not affect the art and we do not want to make them (artillery) destruction with one shot easier or more difficult compared to the current balance. However, if any data in the statistics show the opposite, we can immediately see it.
e) We are already waiting for an answer on whether other shell parameters will change and we will share new information with you as soon as we learn more. Also keep in mind that armor-piercing shells should now be most effective against heavily armored targets, which are usually large and slow. Also, this type of projectile will have a very high penetration rate, so I would not worry about rebounds.
f) We understand that changing the parameters of all tanks at the same time is a big challenge, and we are ready to make changes in the next updates if they become necessary after the introduction of a new balance.
g) As far as I know, changing the armor models is not included in the new balance plan, but this does not mean that such changes will not be made in the future.
i) The experience gained will also be adjusted, players will have to earn as much experience as before (!), Or maybe a little more, but not by much.
j) How strong the glass guns will also depend on how they are affected by the increase in CP. And of course, we will also collect statistics on their effectiveness.
k) We have already said above.
a) What will happen to all the experience that the players used to research all those tanks that will be withdrawn from the development branches? Will they get it all back to us?
b) What is the plan for the withdrawal of higher levels? And why bring dozens?
c) We had a similar situation with the maps: some of them were not converted to a new engine and simply deleted, which had a negative impact on the game. Are the developers not worried that the output of dozens and mini-branches will have a similar effect? What was the point of creating a mini branch for the AMX 30? Just to clean it now? What is the point of displaying the T-62A / 113 and letting the players decide what they want?
Answers – a) To return the experience spent so far is not included in our plans.
b) Those players who already have these tanks will be able to save them. There are currently no plans for how these tanks will become available in the future, but we will share additional information as soon as possible. We did not have a goal to withdraw this or that tank (be it level 10 or any other). The goal is to refine and improve the interaction of players with development trees. We want to create simple and logical development branches, where from level 8 the player will be able to find out exactly what gameplay awaits him at the tenth level. So, for example, the T-62A mini-branch starts at level 9 (so it’s not even a branch at all) and its gameplay is very similar to Object 140.
c) Tanks are not removed from the game: players who already have these tanks will be able to save them, and we will find a way to make them available in the future.
The problem with the AMX 30 is that it differs from the rest of the tanks in the development tree, but cannot offer the player a sufficiently unique gameplay. I agree that adding tanks just for the sake of removal is not the best way to develop, but you should also be able to correct aspects of the game that you are unhappy with, or if your vision has changed. Of course, now it’s hard, but our team feels that this is the most correct way to move forward, and this does not mean that these tanks will never return in the future.
source – ritastatusreport and wotexpress