WoT: Supertest: Object 752

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Today we are starting the Supertest for the Object 752, a Tier IX Soviet heavy.

An oscillating turret and a gun with an autoloader (a quite uncommon combination for a Soviet) are the signature features of this vehicle. The autoloader is a fast one: three shells, 2.75 seconds between shots, and 21.8 seconds for a complete reload. As for the other stats, the gun dispersion is 0.4 m per 100 m, and the aiming time amounts to 3 seconds. The basic AP round can penetrate 256 mm of armor, and the special APCR can pierce 318 mm. The gun’s one-time damage is 440 points, and the vehicle’s view range is 380 m.

The protection of the Object 752 is adequate for a heavy: up to 330 mm of armor at the front of the turret and up to 180 mm at the front of the hull. Yet keep in mind that there’s a weakly armored oscillating part behind the turret’s frontal plate, so you better engage your enemies at mid-range. Keeping the distance between your opponents and yourself is not a problem with a power-to-weight ratio of 17.4 hp per tonne and a top speed of 50 km/h. A gun depression of -8 degrees lets you use terrain folds to your advantage.

The Object 752 combines the aggressiveness of the Soviets with the cautiousness of the French. The dynamics allows it to take advantageous positions first, and its firepower lets it dish out lots of damage over a short period of time. Still the tank’s operator should think beforehand of a place to wait out the reload time (while covering the weakly armored parts). The key to efficient play on this tank is reacting quickly to changes in the tactical environment, while making use of the vehicle’s strong sides.

WoT to Know

Top Settings to Have Enabled! (GUIDE)

In this video we’ll be going over some recommended settings to help you in World of Tanks! Specifically settings that give you more information so you can make better informed decisions on the battlefield!

WoT Sandbox: HE Shells Update

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Sanbox_

n October 25, the Sandbox server will see another small update to test HE shell mechanics.

During the last period, we collected data for HE shells with different efficiency settings, from the highest to the lowest possible values. On October 25, the latest micropatch will test the updated mechanics of averaged HE shells settings and values, so we can compare them to previous Sandbox iterations. This will present a middle ground between the two extremes of earlier testing iterations.

We will continue testing the updated settings of damage-causing mechanics and the reduced damage-per-shot values of HE shells. Here is what will be changed:

  1. Increased HE shell damage by 40% over the first iteration of testing. After the first iteration of testing we bumped up damage by 75% for HE shells and the result was that they were excessively efficient. So damage will be scaled back a bit from those high values. 
  2. Reduced splash damage to armor by 20% as compared to the second testing iteration.
  3. Reduced armor spalling damage by approximately 30-35%
  4. Reduced damage within the burst radius. In the current iteration, the damage value on the edge of splash will be 0.2 (compared to 0.1 in the first and 0.5 in the second iteration). In addition, we changed the dependency of damage drop-off from distance to explosion — the damage drop-off will be more balanced with respect to the new extreme value.
  5. Removed the improved HE shells for USA light tanks and Japanese heavy tanks. This is not a balance measure and we are not trying to remove this type of shells forever. Rather, within the testing, we are adjusting the efficiency of standard HE shells. Based on those adjustments we are planning to change the improved HE shells. During prior testing, improved HE shells of these vehicles were used excessively.

Damage Per Shot Values

We continue to search for the best suitable ratio of damage caused by HE shells, the value of their situational use in battle, and the extent of their use in battle. We used HE shells with low damage during the first tests and used HE shells with considerably higher damage during the second test. This resulted in their extensive use in battle. We think that HE shells demonstrated too much damage during the second testing iteration, so we’re considering it the threshold value and will not test higher values.

Currently, we’re working on a middle-ground solution based on these previous iterations.

The Mechanics of Causing Damage

It presents a precise mechanics change that works in the same way as reduction of damage per shot: we correct causing damage with HE shells for vehicles with different armor. Changes in splash damage will affect all vehicles but will be most noticeable to vehicles with weak armor. The mechanics of causing damage with armor spalling will be also applied to all vehicles but will have the strongest effect on medium and heavy tanks. Changes to the distribution of damage within the shell burst radius are also planned — with the introduction of the new settings, the external modules will be damaged in the areas that are closer to the shell burst point. This will reduce the number of cases when firing at a turret might result in damaging tracks.

Lessons from Testing

Thanks to your feedback and data, we made sure that the mechanics work without technical issues. We have been detected and fixed several bugs.

Now, the result of firing an HE shell has become more predictable and firing at vulnerable spots of vehicles provides a more predictable result. Players should now have an idea of the approximate amount of potential damage when firing at the specific spot and this amount of damage will be predictably higher when firing at a vulnerable spot on a vehicle. This means that we have to find out the proper values for HE shells.

In addition, your feedback suggested that a part or parts of a vehicle being susceptible to HE shells are important for players. We’ll take this into account during the process of development of separate and individual changes to vehicles.

Looking Forward

We encourage all players to join the Sandbox testing. In the near future, we will continue collecting data and release additional changes to HE shells settings and mechanics for causing damage. Each change will approach the HE shells settings to their final values. Consequently, the gameplay for HE shells will gradually become closer to the one we are expecting on live servers. Player feedback is important to us.

By collecting data and your feedback on the changes, we will be able to take the next step towards our goal — the complete rework of HE shell mechanics. Your feedback ia s key aspect of making decisions on future changes.

Sandbox HE Damage Canges Details

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NOTE: in this iteration of the sandbox, we test HE shells for tech tree and some reward tanks only, there will be no changes in artillery; the difference in the damage values of some artillery shells is a mistake

The average penetration marker for HE shells has been removed – it sows 0 mm; except for artillery.  RNG of +/- 25% remains.

As already seen.

Caliber
DMG
1.6.1 Sandbox
76 мм 156–260 55–95
90 мм 270–370 95–115
105 мм 360–510 130–180
120 мм 440–530 180–190
122 мм 450–560 180–190
130 мм 580–750 210–270
150 мм 890–950 320–330
183 мм 1750 480

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[Sandbox] High-Explosive Shells Revision

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Join the Testing!

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The next iteration of shell rebalancing tests is just around the corner, and World of Tanks needs your help again! This time you have the opportunity to try out fundamental changes in the mechanics of dealing damage with HE shells. The testing will again be open to all tank commanders and will be held on the Sandbox server—join it and give us your feedback!

Why Rebalance HE Shells?

In the two previous iterations of Sandbox, we tested changes in the mechanics of the two main types of shells in our game—standard and special. We reworked the parameters of standard shells, after which the demand for special ones also changed. The main goal of these changes during the previous Sandbox testing was to make standard shells more popular than special ones, and to slightly reduce the effectiveness of special rounds.

These changes worked well, and now we are ready to take the next step towards the complete rebalancing of shells in World of Tanks, we need to rework HE shells. We couldn’t leave them unattended, because such significant changes in the mechanics of standard and special shells would inevitably affect High-Explosive ones, too.

Moving Forward

Changes from previous Sandbox iterations (the revision of the standard shells and changes in the number of hit points for all vehicles in the game) worked well, and they will also be included in the next iteration, in which you can try out the new changes.

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