44 comments on “WoT Development: New Mechanics for Swedish Vehicles

  1. Enigmaticmuffin says:

    ok but do they realize that the rule of 3 calibers allows anything with a 60mm gun or larger to penetrate the tier 8 automatically, negating whatever specially sloped armor it has?




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    • Wulf Corbett says:

      Well, we saw it ricochet some fairly big guns in the video, I think it likely that was real data. How it does it is another matter!




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    • Anonymous says:

      Well you have a strip of spaced armor so gun penetration will decrease to something like 1/3 of its original value…




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    • Anonymous says:

      Those heat shells hitting the front as well, poor gold spammers. I think the rule has been broken for this tank




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    • The armor model is still subject to change but remember, the main idea of the Swedish tanks are their ability to ambush and implement guerrilla warfare. I don’t believe it would be wise for wargaming to give any player a well armored tank if they wanted their player base to learn these fundamentals of not tanking with your face.




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    • Anonymous says:

      3x overmatch is not an auto pen but it will not ricochet. It still has to travel through the armor. That’s why you can ‘bounce’ on light tanks




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  2. celio jedi says:

    Wait Wait Wait!! and about the STB-1 HE USES THE SAME TECH !! AND WHEN THEY INTRODUCED IT, SOME PEOPLE SAID THEY WOULD NEVER USE HYDRAULICS SUSPENSIONS!

    And now STB-1 will need to have that too !!!




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  3. Tommy_Gun says:

    So basically speaking this new “MECHANICS” that is very complex and WG is working really hard is…
    …Make a tank with no hull model and replace the turret model with hull model (so turret will look like hull) and than fix it in position and modify slghtly “x” key (TD / Arty rotation / move blockade).




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    • You say basically and then go into a complex simile for what their doing, but for a conservative company to implement a new style of game play such as a siege tank mode seen in Starcraft is curious. Thank fully the tank has low alpha per shot otherwise people would be content to sit at the back and camp all game.




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    • Max says:

      Oh yeah, and the sprocket & tension roller have to move with the “turret” too, and all the track links have to move around accordingly as well throughout the entire 360 degree rotation arc. And you have to account for the terrain with all the slopes and rocks when aiming so your reticle stays where it’s supposed to. And then you have to balance it so the tank isn’t a complete waste of time and a burden for the team. Real easy. Five minutes’ work, that.




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  4. qwertypresser says:

    Too bad these new vehicles excellent concealment is completely negated by WoT’s new incoming fire direction indicators.

    Also, it’s interesting to see that there are, at least a couple, of real people in the game balance department. I always thought that the game balance department was staffed by monkeys who balance tanks by flinging their poop about.




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    • Heh… fire direction has been apart of mods for awhile son, and no one has whined about it since. It’s not going to matter much, and is very situational for returning fire.




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    • oberonium says:

      -> I always thought that the game balance department was staffed by monkeys who balance tanks by flinging their poop about.

      Things chaged a few months agow. So it is sooo true. (Or was. We will see it really soon)




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    • If you played around with the fire direction mod, it very rarely tells you anything you didn’t already know and what bush the enemy is hiding in anyways is generally pretty obvious. If you can find me a video where a player blind fires tanks based off the mod to get themselves a top gun, let me know and I’ll retract my statement that the system is fairly balanced.




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      • qwertypresser says:

        It’s not the Top Gun games that are relevant here. It’s more the games that go down to the wire. The one on one battles that decides who wins the game. When playing tanks that rely on stealth to get their damage in, having the fire direction indictors makes it too easy for the other tank to simply blind fire to where they were just shot from. Which forces the stealthy tank to keep on the move, which tends to put it at the disadvantage.




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    • I see, you bring up an excellent point, I do want to say again that this should not be the case, as a general rule, if you fire, your camo value should almost drop to zero and you should get lit and if not, the enemy tank would have still known what direction you are firing from with the standard fire direction indicator. The few tanks that can really fire from stealth with absolute impunity are the E25 and other premium td’s that did not get their camo value nerfed with the standard td’s. Other tanks like lights and mediums will generally have to peeka boom a shot and then duck back into cover, relying on the mobility to reposition and attack again from an unexpected location.

      I take it that you are a fast/light maneuvering player who likes to stay out of sight. You should play some larger or lumbering tanks more often and see how fun and difficult it is to be the last person alive and to take 10 hits from a tank you cannot see, you can imagine how happy the defenseless heavy tank is to not have a chance at fighting back and it means that the stealthed tank does not even have to maneuver after every shot, just sit there farming damage and securing the win. Most tanks will get lit if they fire or at least a player should get a feed back as to where and what they’re getting hit since being destroyed without explanation is very cruel and unfair. This was more intended as a nerf to the E25 or any super camo tanks if anything to keep the teams from camping at the end of the game, if you take away this new fire indicator, you will buff the E25 and give any player that uses mods an advantage over standard players, so I ask you, do you want to buff the E25? because you aren’t going to solve anything by getting rid of it.




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    • I should apologize for the rant, my username is Bajicoy and I play on the NA server, if you would like, we could go into a training room for some 1v1 sparring matches so I can work with you on examining the effects of the new fire indicator. I was working with some other people and clan mates to see if this indicator was overpowered and we had a pretty big argument over it, we only recently concluded that it was more of a benefit than a game breaker.




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      • qwertypresser says:

        I have been playing this game for a little while now and I think I have a decent enough grasp of the mechanics of the game. I am still slowly working to expand the number of tanks in my garage, but I do have an okay spread of tanks from all the classes. Well, except for arty, only have one right now. I hate the play style, but I do play it in order to understand how the class works. And I admit, I like TD’s and I do play the E-25, but I play my beloved StuG III G more. I understand how to maximize my camo values, and how to work the bush mechanics, to keep myself in the fight and my gun singing. But in the past couple of years, it has become steadily harder and harder to play my StuG, and now this. It just makes me sad and discouraged. That’s all.

        I also am on the NA server, under that name Rossignal. Look my up if you want.




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      • Wacko jacks says:

        I am sorry, but I have to whole heartedly disagree. I am on Asia, so we only got the patch recently but I have already been blind fired to death multiple times. In fact I have been blind fired to death more in my last couple hundred games since the patch than I have been in the other 11000 battles I have played.
        I also disagree with the assertion that this ‘nerfs’ stealth tanks. It does, but I think it has more of an effect on low alpha DPM tanks. To be successful in such a tank, it is crucial to keep the gun working. The fire indicators make it extremely difficult to do this, and it is even worse because the game now tells you if you have damaged or assisted even though the tank is Unspotted.

        Unless you are at extreme range, or get lucky on a map with uneven terrain which allows you to be in two possible spots (above and below) than you might as well get spotted (hyperbole I know) as soon as you fire now.




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      • Wacko Jacks says:

        I am sorry, but I have to whole heartedly disagree. I am on Asia, so we only got the patch recently but I have already been blind fired to death multiple times. In fact I have been blind fired to death more in my last couple hundred games since the patch than I have been in the other 11000 battles I have played.
        I also disagree with the assertion that this ‘nerfs’ stealth tanks. It does, but I think it has more of an effect on low alpha DPM tanks. To be successful in such a tank, it is crucial to keep the gun working. The fire indicators make it extremely difficult to do this, and it is even worse because the game now tells you if you have damaged or assisted even though the tank is Unspotted.

        Unless you are at extreme range, or get lucky on a map with uneven terrain which allows you to be in two possible spots (above and below) than you might as well get spotted (hyperbole I know) as soon as you fire now.




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  5. I can expect quite a few tomato’s botting up this line I mean playing up this line for some very interesting autism gameplay in the near future.




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    • At least all the beginners that get their hands on the S-Tank won’t have an autoloader, so the situation won’t be as bad with the Czech tanks. Plus, looking at how brutally punishing these td’s are with minimal armor, I think any player that goes through them will have learned a thing or two about not being invincible.




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  6. Jonny Texas says:

    Since the aiming is done via hull positioning… I am assuming that it cannot elevate or depress the gun if it is tracked…. Right?




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  7. Anonymous says:

    I have a feeling that Nub-Headed Scrubs will call “invisible tanks” and bs ricochets when fighting against these tanks, which causes complaints about “unbalanced” tanks and/or hacking because WoT pubbies 😛




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  8. kilo_india_alpha says:

    they should add the siege mechanic for arta as well. I mean they have the carriages in the game for 5 years. It is high time to use them. Increase RoF but require the player to pick a position and deploy there. Moving and turning should cost him 30 secs as a new firing position has to be prepared.




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    • That is very debatable, the problem with artillery is their high RNG and insane alpha damage. I don’t think increasing their rate of fire or discouraging artillery to relocate is going to help the situation or make players getting hit by artillery happy.




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  9. wallybally says:

    i like the idea of the siege mode, but not being able to move, while you have to wait to get out of siege mode, why is the tank not really slow in siege mode, so you can get into cover. dont see this working on corridor maps, and they are concistantly removing bushes




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  10. Mike-T 2016 says:

    smaller guns with smaller damage?
    let me guess
    at T9 ~ 250 damage?
    at T10 ~ 320 damage?
    suppose its to ‘balance any TDs” so there ineffective, right?
    (remember the Maps have useless bushes and brawling corridors, so? and in Pilsen 1 small strip of almost useless open ground! lol!

    and there called Tank Destroyers?




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    • gpc_4 says:

      The tier IX and X both have 390 alpha.




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    • What GPC_4 says is correct. There is no need to jump to conclusions without research.

      They are changing Pilsen so it is larger and opening the East side of the map so that there are more tank destroyer positions but generally with td’s anyways, you want to be out of the maximum spotting distance of enemy tanks to fire without risk of being spotted as any bush or foliage camo value will drop to practically zero when you fire. Ideally, this would keep the battle moving as wargaming has been trying to discourage idle play styles.

      Also, they’re the S-Tank and its predecessors are technically medium tanks but if you want to get into it, any tank can be called a tank destroyer or medium tank because most tanks of these types have the same weight and were designed to engage enemy tanks or fortified emplacements. As I have heard, wargaming have designated these tanks as tank destroyers because they didn’t think the player base could handle the thought of non-turreted medium tanks and to discourage players from going directly to the front lines.




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      • Anonymous says:

        M3 Lee and Grant would like to have a word with you.




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      • Mike-T 2016 says:

        very intelligent and well written reply! thank you, however remember that were talking about WG here, they mislead, lie, make promises then break those promises again and again – hard to believe anything they propose as ‘good for gameplay or the player base’
        there agenda is ‘fast quick battles’ then exit to ‘garage to spend Gold or buy Gold’ that’s it!
        the Maps and the Brocken (but it isn’t working to WG specs) MM all see to that




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  11. sturmi0545 says:

    really sweet idea, but god dammit, too many people will be too dumb to even understand/use this feature and just complain about the tank bein unplayable and inaccurate. All those non-forum/-blog-readers, who never get to see any of those videos and just buy their way up with free xp.

    people are terrible, you have to hate some of them in advance, before they even begin to fail hard.




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    • I suppose the situation is kind of like how some people did not know you could press shift in artillery for an orbital view. You can’t educate everyone, just get the word out the best you can.

      Hopefully there are less than 100 players with enough free xp to get to tier 10 that aren’t interested in learning about the new Swedish tanks and their mechanics because it generally takes a lot of money and time to get that far and they wouldn’t invest so much if they didn’t know anything about it.

      Then again, I am giving more credit to the human race than it probably deserves.




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  12. awesome this will be wildly popular as it’s something different




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  13. Paper_Block says:

    -This raises the question: Is forced hull locking for TDs in Sniper View being removed? I’d love to have that kind of control to where I’m aiming without a jolt to the left/right and re-positioning the gun with other TDs, especially those with tight gun traverse…




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  14. Anonymous says:

    I cant wait to bend-over against T49’s <3




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  15. Anonymous says:

    Well to be honest they should apply this mechanic to the STB-1, too, since it used a similar technique.




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  16. platoon says:

    arties liked this siege mode..




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  17. They better give them good track HP




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  18. Anonymous says:

    fast shoting tds with high camo and no armor? it would work 2 years ago, now when concealment on maps got nerfed to hell and you struggle to find proper place even for light tank – it will be huge fail




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  19. Anonymous says:

    So lets say 3 sec for switching to back to travel mode + 3 sec sixth sense = arty and everyone else has now 6 sec to blast me into oblivion after ive been spotted.
    And since after concealment nerfs now is so few good positions people will be preaiming on them.
    Perfect. Basically you need to pray for one of 3 maps on which you have some concealed position witch good overview, then pray for your team to spot, then pray for them to not abandon one flank. Any other map? Nope. Poking behind corner on city map? Nope. Using ridgeline at close distance? Nope, you spotted and while you in sige mode arty will blast you to hell.




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