Full change list – Third iteration of Sandbox server

Hello,

these are the full third iteration Sandbox changes:

sandbox

Summary

The stun mechanic, new UI elements, and multi-use consumables performed well at Tier X. They facilitated teamwork, boosted battle dynamics, and made matches feel fairer. In Phase 3, we are testing the same scope of changes across Tiers VIII–X to see how they play out in a wider range of vehicles and affect overall gameplay.
The 2nd point on the agenda is Tier X light tanks. The main goal of their addition is to eliminate the frustrating +3 matchmaking that the class currently has. Stretching light tank branches to Tier X makes the regular +2 matchmaking possible for them, which should turn them into a standalone battle unit. The matchmaker will be able to assemble diverse teams, and faster, while light tanks will fight in a more balanced environment and have a chance to contribute to the battle outcome meaningfully.

Schedule & Restrictions

The phase will run Feb. 27 through Mar. 5 and consist of two rounds:

Feb. 27 -Mar. 1. We start with Tier X vehicles to see how the addition of the new Tier X light tanks affects the gaming experience compared to Phase 2
Mar. 2–5. When Tier VIII–IX vehicles roll out on March 2, we’ll focus on analysing how these changes affect top-tier gameplay.

The addition of Tiers VII–IX might lead to a longer queue time. As everyone rushes to test the tweaked arty mechanics in these newly added vehicles, it would take the matchmaker much longer to assemble a proper, +/-2 team. And you’d end up waiting to hit the battlefield for up to 10 minutes. We wouldn’t want that.

We’ll stop it from happening with a special restriction: no more than one battle on the same Tier on Mar. 2–5. For example, after playing in a Tier IX vehicle, you’ll have to choose either a Tier VIII or a Tier X tank. Of course, this wouldn’t fix the issue altogether, but it will let us cut the queueing to 2–3 minutes.
Changes to SPGs

We shared a detailed breakdown of changes to SPGs ahead of Phase2. Here’s a quick summary.

With the new stun mechanic, we want to transform arty into long-range support fire vehicles: efficient team players, who soften targets and help set the attack direction from afar.
On live servers, arty rids you of HP for good and might kick you out from the game in a single shot. In Sandbox, tanks in the arty splash radius have their characteristics temporarily weakened, and this negative effect can be reduced or lifted with First Aid Kits.

SPGs now deal less direct damage but benefit from the damage their teammates cause to stunned targets, similar to scouts.
Tier X SPGs roll out to Phase 3 with no major changes compared to the previous round of testing (just some server-side improvements). The alternative aim, target area marking for friendly vehicles, and multi-use consumables remain as well, improved following your feedback from Phase 2.

Tier X light tanks in detail

Light tanks were initially designed as support fire vehicles, rather than a standalone battle unit. Unlike any other class they only have eight tiers. That’s why these vehicles (Tier III and higher) get special matchmaking on production servers and often end up against tanks that are three tiers higher and can’t contribute to the battle meaningfully.

The addition of Tier X light tanks and stretching their branches to Tier X enable the transition to the regular +/-2 matchmaking for the class. The transition to regular balancing should create a more varied, enjoyable, and exciting gameplay.

Gameplay

With the speed to secure key positions, the camouflage to stay there, and the punch to seriously cripple an enemy, Tier X light tanks pose a real threat to the enemy, if played well.
More swift and maneuverable than their predecessors, they excel in close- and mid-range combat thanks to their solid gun stabilization and decent gun parameters (penetration power and damage per hit). Newcomers benefit from the class’ trademark camouflage bonus while moving. So, you can opt for active or passive scouting, just as you do with other light tanks. Plus, there are a few new combat opportunities for you to explore.

When facing off against medium tanks, new light tanks are anything but an easy target incapable of returning a favour. Their guns are just a little less powerful than those of medium tanks, and have enough penetration power to pierce through side and rear armor of the majority of heavies. So, they have what it takes to punish opponents who might naively consider them harmless.
However, gun parameters don’t allow Tier X light tanks to pick out targets at distance. It encourages them to always be on the move, maneuver a lot, change positions after firing, and pick targets carefully.
Vehicle overview:

T-100 (the U. S. S. R). The closest analogue of the iconic T-50-2, the T-100 is a small, mobile, and well-armored vehicle. The best armor among Tier X light tanks lets it live through hazardous situations, while its compact size (the smallest of the newcomers) allows it stay hidden from opponents. The T-100 is at its best at active scouting and in maneuverable, close-range engagements. The gun isn’t powerful enough to pick off a target at mid-range, though.
Spz. 57 (Germany). The Spz. 57 is a lot similar to the RU 251. It packs a powerful, accurate gun, with gun depression at -10°, which, combined with its excellent mobility and solid-for-its-class penetration, makes it a perfect pick for positional fire. It can work magic on uneven terrain, but won’t be great in close-range combat.
XM551 Sheridan (the U.S.A). This Sheridan prototype stands out among its brethren just like the T49. It has two guns to choose from: 105 mm and 152 mm. The second comes with much easier gun handling than that on the T49. The hull is protected with enemy shells with screens.
АМХ 13 105 (France). Just one note before we brief you on the new French LT. The nation’s light tanks are in for massive balance changes, which are all aimed at improving their combat efficiency. Rolling out on Tier X, the АМХ 13 105 combines small size (and hence solid stealth parameters) with an autoloader gun that deals great damage per shot.
Type 62C and WZ-132-1 (China). The Chinese LT branch is getting two absolutely new vehicles: the Type 62C at Tier IX and the WZ-132-1 at Tier X. The WZ-132-1 boasts a highly efficient 105 mm gun. Gameplay-wise, top-tier vehicles resemble the WZ-132 a lot and benefit from powerful guns and high damage per shot.

SPGs: Detailed Change List

First Aid Kits (regular, premium) and Spall Liners (heavy, superheavy) no longer reduce the negative stun effect on technical characteristics.
Their effect on the stun duration was changed as well:

Regular First Aid Kits now have no effect on its duration (previously 20%)
Premium First Aid Kits reduce the stun duration by 5% (previously 20%)
Heavy Spall Liners reduce the stun duration by 5% (previously 10%)
Superheavy Spall Liners reduce the stun duration by 10% (previously 30%)

The shell stun duration was tweaked accordingly.
The minimum stun time was increased from 2 to 5s.

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Full change list – Third iteration of Sandbox server

35 thoughts on “Full change list – Third iteration of Sandbox server

  1. “Light tanks were initially designed as support fire vehicles…can’t contribute to the battle meaningfully.”

    Excuse me but what have the devs been smoking? My tier VIII LTs are only 100-300 damage per battle behind my same tier meds,and they have much harsher matchmaking. It’s already piss-easy to get top damage (or xp) in a light tank.

    I bet my hairy ass that the new lights will just roflstomp their medium counterparts. Even in the current version the T-54 lightweight is better than the T-44, RU251 trumps both the Indien and Panther II (as does the Blackdog), and the Bulldog is way better than any tier VII med.

    1. Anonymous says:

      Currently, LT are overpowered compared to their same tier counterparts. This is done intentionally, since they have the worst MM. With the new rework and the introduction of tier 10 lights, we see many of the existing lights getting shifted up a few tiers and then largely getting HP buffs, with some gun tweaks as needed. You can think of what they are doing to the Lights as nerfing them at top tier but buffing them at mid to bottom tier. Mediums look to have longer range and better DPM, and better pen.

      1. the tier 10 light tanks are underpowered, their dpm are awful and their accuracy are even worse. With the hitpoints of a tier 8 tank and the same view range as a tier 10 medium especially on smaller maps like ensk and mines. The sheridan for example will miss enemy tanks by miles if it even survives long enough with its awful camouflage to reload. Even then, most tier 10 mediums and heavies have enough all round armor to just take splash damage. Fired a shot at a batchat and barely did 390 damage and then I had to sit for a 20 second reload. Spotting is a moot point because a batchat can spot enemy tanks and still have the punch and camo to keep going through a fight.

    2. Anonymous says:

      Currently, LT are overpowered compared to their same tier counterparts. This is done intentionally, since they have the worst MM. With the new rework and the introduction of tier 10 lights, we see many of the existing lights getting shifted up a few tiers and then largely getting HP buffs, with some gun tweaks as needed. You can think of what they are doing to the Lights as nerfing them at top tier but buffing them at mid to bottom tier. Mediums look to have longer range and better DPM, and better pen. In a brawl, the medium should win.

  2. Enigmaticmuffin says:

    so, do they have the limit of players currently on the sandbox, or is there some place one could sign up to participate in it

  3. “Regular First Aid Kits now have no effect on its duration (previously 20%)
    Premium First Aid Kits reduce the stun duration by 5% (previously 20%)
    Heavy Spall Liners reduce the stun duration by 5% (previously 10%)
    Superheavy Spall Liners reduce the stun duration by 10% (previously 30%)”

    Lets say when stunned your crew lose 50% of their fighting skill (example and not actual figures), I feel like;
    Regular medkits should reduce stun duration of stun by 5%
    Premium medkits should reduce stun duration by 10%
    Heavy spall liners reduce severity of stun effect by 10% (crew lose 45% fighting capability) (10% of 50)
    Superheavy spall liners reduce severity of stun effect by 20% (crew lose 40% fighting capability)

    1. That’s neat and all, but let’s be honest; that’s like using the 107mm on the KV-2. It’s more flexible, easier to use, good for it’s tier, but fuck me if I won’t stand by it when I say you’ve fucked up by doing it.

      Seriously though, between the AMX 13 105, WZ-132-1, and Spz. 57, we have pretty good spread of mid-range LTs at tier X. I’ve yet to see how the T-100 will perform in the drive-by (a’la AMX ELC Bis) role, but I feel that the XM-551 is going to hold onto that title for the American high-tier LTs.

  4. Nocomment says:

    “АМХ 13 105 (France). Just one note before we brief you on the new French LT. The nation’s light tanks are in for massive balance changes, which are all aimed at improving their combat efficiency. Rolling out on Tier X, the АМХ 13 105 combines small size (and hence solid stealth parameters) with an autoloader gun that deals great damage per shot.”

    From what I’ve seen so far they are in for nothing but a massive across the board nerfing to any form of combat efficiency.

    The above should read we have crapped on French light tanks don’t go for them, the other nations are better. Something got lost in translation i think.

  5. LeeRoy says:

    I have 1 teir 10, that I haven’t driven yet. I got an sandbox invite. I only problem I have there is only 10 or so on and they are all Russian.

      1. Ion7 says:

        Longest I ever experienced the stun effect was about 25 seconds. Plus with the medkits removing the effect, unless you are being focused it is relatively useless. The stun effect works best in conjunction with the team, while the consistent damage allows you to reliably help your team.

  6. WOZ says:

    Light tanks should not be stand alone battle tanks. The role they have and matchmaking they receive +3 is correct.
    Scout at first then mop up and the end.
    Bad call by WG.
    Arty is fine the way it is. Do you think be stunned to death is gonna be better than being 1 shotted.
    Arty isn’t the problem, the players are.
    They know arty is out there and they know what arty can do.

    1. Type 319 Sharpedo says:

      I’d rather be stunned than by taking 1k+ damage from a single shell. Arty isn’t the problem? O rly? Hmm, let’s see: near or excess of 100mm of penetration of HE shells, some have enough gun arc to hit over tall cover (GW E-100, Conqueror GC), shoots AP shells with over 300mm of penetration, and relatively accurate.

      I would like to note that I mainly play my Japanese Type 5 heavy so my views are namely skewed due to my extremely large size and low speed. However, my complaints are not exclusive to heavy tanks nor representative of my thoughts. I have met both low and high-stat people who agree with the same. I also understand that this is a game, but the current rendition of artillery is much too incorrect. Realistically, artillery rarely hit targets and were usually for support, often with cooperation with additional batteries to increase their chance of hitting.

      1. WOZ says:

        No it isn’t the problem. Is the jageroo a problem? Deathstar or any other tank that can one shot you?
        Hetzer?

  7. The russian T10 light is crazy designed. 56 hp/t, super flat, armored enough to bounce and mobile as hell. 4-5 seconds to 72 km/h. None of the other T10 light tanks can beat this Bias machine.

    1. i forgot. 0,44 on the gun is not the best, but in circling infight good enough with 240 pen. With 50/50 traverse on hull and turret it can easily circle everything. the low profile helps. The other lights have 0,42, 0,4, 0,36 on their guns, also not snipers at all. In first SB here the AMX seems to be UP compared to the russian. Comes with only 37 hp/t and 3 shell loader. Equal camo rating as russian T-100. The T-100 was the prefered tested light so far with very good game results, no surprise with OP stats.

  8. ArcaneSpirit says:

    I hope they take the premium lights (1357, Taip 62* Blackdog and Taip 64*) and their MM into account. I’d actually like to enjoy my 13 57 for once.

  9. Nosferat says:

    For arty, they could have just copy/pasted the armored warfare mechanic. No need for sandbox stun and other stuff.

    I think pretty much everyone would have been happy about the change. You know, slower shell travel speed, more accurate, less alpha damage, smoke and illumination rounds(extremely helpful when you have early suicide scouts or scouts who just sit near the cap circle “kemp bush” style tactics), early arty warning a sort of a sixth sense that you are targeted by arty.

    And of course the minigame to keep arty busy with other artillery as well, the map ping that shows enemy arty your location after you fire with arty.

    Why can’t these games just copy the best parts from each other and give the rest of us a better game.

    1. Anonymous says:

      problem with it is that many of wot’s arties are slower than snails… while i havent played AW… ive seen quite a few vids from jingle, and from what i can see… they have mobility on par with mobile meds in wot, if not better

  10. Gen6B says:

    They really should keep the effects of spall liners. Don’t make it a throwaway equipment piece, it should force real choices “Do I fire 10% faster” or “Get stunned 30% Less” not some bullcrap minor change that forces every non vision tank to be Rammer / Vert Stab / Vents.

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