Panhard EBR F-10 Changes

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Good day everyone,

Some changes made to the Panhard EBR F-10 after the recent semi-public test phase:

Brief changelog:

  • Engine power increased by 5%.
  • Braking effectiveness improved.
  • Switch time between driving modes reduced from 0.2 to 0.1 s.
  • Debuff from wheel damage reduced.
  • Maneuverability in the Cruise mode at slow speed improved.
  • Magazine reload time reduced from 10.3 s to 9.5 s.

Detailed changelog:

Dynamics

  • Changed the engine power from 500 h.p. to 525 h.p. (+5%).
  • Braking effectiveness and, to some extent, acceleration effectiveness (as a side-effect) were improved.
  • Switch time between driving modes reduced from 0.2 to 0.1 s.
  • Players complained that the vehicle lacked dynamics in certain cases. At the same time, many of them also mentioned high momentum of the vehicle (insufficient effectiveness of braking).
  • The increase in engine power has a rather cosmetic effect, while the braking effectiveness was improved considerably.
  • Reduced time of switching between the modes enables the vehicle to drive without losing that much speed when changing the mode.

 

Wheel Damage

  • Debuff (increased terrain resistance) from a damaged wheel was reduced.
  • The level, to which wheel durability is restored automatically, was fixed at 100%.
  • The speed of automatic restoration of wheel durability was reduced.
  • Players complained about a drastic drop in vehicle dynamics even if only one or two of its wheels were damaged. As a matter of fact, damage to one or two wheels was negligible for high-speed driving. At the same time, acceleration with even a single wheel damaged dropped too much. The reduction of the debuff from damage to a single wheel had a barely noticeable effect on vehicle behavior at high speed, while granting a considerable boost to acceleration with one or two damaged wheels.
  • The setting of automatic restoration of wheel durability reduces the probability of a damaged wheel to a certain extent, at the same time increasing the gameplay value of damaging each separate wheel.

 

Maneuverability

  • Wheel turning speed increased.
  • Maximum angle of turning the wheels when the Forward key is released was increased.
  • Throttle level when turning at low speed was increased (when the Forward key is released).
  • Maximum speed, up to which the turning throttle is effective, was set at 20 km/h.
  • The vehicle needed better maneuverability at low speed in the Cruise mode. At a speed higher than 20 km/h in the Cruise mode, the base maneuverability remained approximately the same, except for the improved responsiveness of the vehicles when turning (because of the increased wheel turning speed) and the possibility to turn the wheels at a greater angle when the Forward key is released. Maneuverability in the Rapid mode mostly remained unchanged. At the same time, we have achieved a more meaningful separation of the drive modes than before.

 

Battle Performance

  • Magazine reload time reduced from 10.3 s to 9.5 s (-8%).
  • Adding an extra round to the magazine, as many players had asked us, was deemed inappropriate. The current magazine configuration encourages the player to play all-in, shooting all they can at a time and retreating to safety for a reload. Instead, the effectiveness of the current magazine was slightly improved via a reduction in its reload time.
  • Increasing the view range was also considered unreasonable, because the potential battle performance of the vehicle is rather high as it is, and it demonstrates a happy blend of characteristics for an active gameplay.

 

Other:

Parameters of engine damage when Boosting were slightly adjusted (to bring it in line with the general system; no meaningful changes to the player).

Parameters of suspension stiffness were increased (to reduce the falling damage when the vehicle lands on its wheels).

Skid resistance parameters were adjusted (to reduce the probability of a skid at high speed).

18 comments on “Panhard EBR F-10 Changes

  1. my personal opinion says:

    still total shit with that gun

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    • Lord_touchme_ says:

      Im not so sure. most of my games in it was ace tanker gamplay with 4k spotting and 3k dmg. it was constant drive, spot, shoot, run away, dodge arty, repeat

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  2. Anonymous says:

    As long as the tier 8 has a lower view range than a tier 3 these anks will suck.
    It doesnt matter what else they buff. In the end they are still light tanks. And light tanks are already bad right now because every other tank can reach max view range, all they have is the camo and speed.
    These tanks sacrifice all their spotting potential, they are unable to spot anything without being spotted in return. All they gain in return for this sacrifice is an extra 10km/h. This is pathetic. It’s not hard to lead your shots to hit moving targets, and considering how close they need to get to detect anything, it wont be hard to kill them on most maps.

    Either make them active scouts, in which case they need a camo similar to sweedish TDs so they still need to get really close but at least they can remain unspotted while doing so. Either make them assassins and give them enough firepower to rush an ennemy, kill it, then retreat if they are still alive.

    Right now they are in the middle of many roles and all of them are better fullfilled by other existing tanks. Batchat and TVP are the best assassins, T100LT and current lights are the best scouts… There is nothing these do that cant be done better. The extra speed wont change anything, they are just LTs with a dead commander and a stock gun.

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  3. Mikosah says:

    There’s a conflict of interests in this sort of vehicle- on the one hand it cannot afford to be hit, it must either remain un-spotted or miraculously dodge enemy fire. And on the other, to actually spot anything it needs to get suicidally close to the enemy. On that ground alone it makes no sense to call it a scout of any kind. You could call it a dozen other things instead, but not a scout.

    But even if WG did market it as a different role, there’s still the question of how do they convince us that its worth our time to invest into a line with zero durability and poor firepower in the current armor/corridor meta.

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  4. TalonXP says:

    As a player lucky enough to play the EBR during the reddit event I can say that these weeled vehicles are very fun to play. Their speed and boost mechanic paired with amazing camo on the move allow them to spot effectively. I really want the public test to come out. Because I believe will see they work very well in their rol. On most maps. Like most lights including ones currently in game they can’t do very well on city maps that is about it. But that being said Their boost gives them an advantage in city streets.

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  5. MrNukki says:

    While I’d usually give a benefit of the doubt whenever a new “controversial” techtree/change/whatever comes out, but this is just bad. Awful viewrange, worse than many T2-T3 tanks at high tiers entices rushing in and dying without contributing much.
    The high speed of these wheeled armored cars doesn’t matter. Sure, hitting you will be tough, but what’s the point.
    While the guns are just subpar, they are usable if you flank. I’d say that the guns are acceptable, for what they are.
    This whole wheeled vehicle thing just doesn’t fit in the current meta (corridors and heavies w/o weakspots etc etc).

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  6. Infernal969 says:

    These vehicles have a lot of purpose with Ruski heavies swallowing every second shell to another dimension with their magical sheets of “spaced armor”. I guess the uniqueness comes from the fact that the autoloader exists only if you are shooting tanks from other nations.

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  7. Anonymous says:

    Keeping a light with that little view range is just a way to force people to use premium consumables just like they force people to spam gold shells and buy premium tanks. That’s why many many people stopped playing the game, Wargaming you’re a bunch of greedy idiots.

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  8. RagingRaptor says:

    What is the source of that?

  9. FireAnt says:

    As long as many maps do not have the possibility to flank tanks like these are not very useful. Most of the time a light tank will be facing heavily armored tanks frontal while most maps have only a few access roads and gun and penetration are awful. Solution: Make maps bigger, give BNR Panhard a little more viewrange and a little more firepower too.

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  10. NJ2011 says:

    Crewset of 4 confirmed?
    Commander, Gunner, Driver, Radio Op?

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  11. WANKATANKA says:

    maybe it s THE CAR for younger counterstrikeplayers with good hand-eye-coordination and a hitratio/RNG over 65%, ,,, , the old Pz1c for tier 10, …. , weakspot-headshot on the run?

  12. Anonymous says:

    This “tank” can also be considered a death sentence for WOT!

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