Sandbox: Vehicle Roles

Hello,

been busy translating some stuff but meanwhile, The Sandbox Team has an update for you:

 

Official role system details:

“Role System: Background

Currently there are more than 400 vehicles in the game. They are divided into 5 classes – Self-Propelled Guns, Tank Destroyers, Light, Medium and Heavy Tanks. But within the same class there might be completely different vehicles: the Maus and AMX 50 B as Heavy Tanks, the E-50 Ausf. M and TVP 50/51 as Mediums, the Grille 15 and T110E4 as TDs, etc. These vehicles significantly differ in terms of their tactical use in battle. As a result, it may be difficult for players at times to choose the vehicle they are interested in, as well as understand how to play it. To solve this issue, the system of tactical roles in WoT is being worked on currently.

Our long-term goal in testing the role system in Sandbox is to create a system of interaction between the various tank roles in battle. In the short-term, we are aiming to adjust vehicles balance, fix obviously imbalanced tanks and give our players the opportunity to test the vehicle-role system in battle.

 

Role System: Roles Description

For the role system, it’s planned that there will be seven roles, with Hybrid vehicles (i.e. tanks that have two roles) also being a possibility. At the same time, hybrids will be designed in such a way that their effectiveness in a specific role will be more limited, when compared to a single-role tank.

  • Cavalry: Cavalry will mostly be represented by medium tanks – they will be mobile and relatively armoured vehicles. Their key traits will be their good manoeuvrability and stabilisation, as well as their narrow view range. Cavalry vehicles are designed to deal with quick team breakthroughs. They will be particularly effective in close quarters with heavily armoured vehicles, as their manoeuvrability and rate of fire will allow them to confidently “circle” and hit vulnerable places on enemy vehicles. Typical representatives of cavalry tanks are Soviet and Chinese high-Tier medium tanks. Currently on the Sandbox server, cavalry are represented by the following vehicles: the T-62A, E-50 Ausf. M, Object 140, Object 430, and the 121.
  • Fire Support Vehicles: Typical examples of fire support vehicles are those with a good view range, effective armament and decent mobility. At the same time, these vehicles don’t have good armour. The main goal for these vehicles is to cause damage to opponents from the second line of battle – close range battles are not the best idea! It’s possible to determine the most effective battle distance for a specific vehicle by looking at its armour penetration value – the higher it is, the greater the distance at which the tank can battle. Representatives of fire support vehicles include: the AMX 50 B, M48A1 Patton, Leopard 1, T57 Heavy Tank, Bat.-Châtillon 25 t, AMX 30 B, FV4005 Stage II, Centurion Action X, TVP T 50/51and the STB-1.
  • Ambush Vehicles: The role of ambush vehicles is the most common for Tank Destroyers. The basis of the gameplay for this type of vehicle is using camouflage and firing from cover. Battle distance is determined by the concealment of the vehicle and the survival rate and effectiveness of these vehicles will directly depend on the player’s skill using this parameter. It’s a pretty difficult class to play, that will only fully open up under the control of an experienced player, that is tactically competent and capable of keeping in mind a number of factors. In addition to stealth, these vehicles stand out with their high firepower and excellent armour penetration. Ambush vehicles are not meant for battles at close distance. Examples of ambush vehicles: Object 268 and Grille 15.
  • Scouts: Scouts are presented in the game as the Light tanks class. These vehicles have the highest view range and excellent manoeuvrability.The final realisation of the vehicles of this type is now being discussed and worked on. Representatives of scouts-vehicles: the T-54 ltwt, RU 251, and T49.
  • Assault Tanks: Assault tanks are mobile heavy tanks, with good front armour and are the main striking power of a team in battle. The guns on vehicles of this type are suitable for battles at close and medium distances and have good values of rate of fire, armour penetration and alpha damage, but suffer from poor stabilisation and accuracy. The goal for these vehicles in battle is to keep control of key points on the map and engage in attacking actions. Typical representatives:Т110Е5, IS-7, Т110Е4, 113.
  • Dreadnoughts: Well-armoured vehicles with lots of hit-points. They play the role of “team’s shield”, by soaking up the opponent’s damage, however they are slow and have poor manoeuvrability. In a battle at close distance they can be “circled“ by more mobile opponents. These tanks will perform best in pushing the line, shielding allied vehicles, or in defending strategic positions. The list of heavy tanks: Е 100, Т110Е3, IS-4, Jagdpanzer E 100, Maus, Type 5 Heavy.
  • Artillery: The rebalanced SPG class. On the Sandbox server, vehicles of this class have a completely new role: instead of causing damage to individual tanks, now they rely on teamwork. Stunning an opponent with shock reduces their combat effectiveness and makes them more vulnerable to allied fire. Nevertheless, the ability to cause damage still remains – due to the increased radius of fragment dispersion, SPGs can hit more enemies. The most effective tactic will be firing at groups of enemy tanks, causing damage and stunning several vehicles at the same time.

 

Role System: Final Goals

The development and implementation of the role system aims not only to clarify tank roles (by dividing and describing vehicles by their behaviour in battle), but is planned as a way to make battles more interesting and diversive. Adjusting this system implies giving vehicles unique features in order to give specific roles to vehicles.”

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Sandbox: Vehicle Roles

40 thoughts on “Sandbox: Vehicle Roles

  1. sturmi0545 says:

    well, the easy way has never been good enough for WG.
    I wish they’d try the standard player suggestions in the next iteration:
    – pre-nerf arty with reduced dmg
    – 2 arties max. per team
    – prammo dmg reduced
    – equal tanks in opposing teams
    – and as a bonus, make prem tanks special again instead of copy-pasting them, if you waste our € on little promising experiments.

    1. Rombat says:

      They won’t do such a thing because they want us to pay moore for game not anything else. They want us too shoot moore and not to penetrate just to force us to buy premium account, premium tanks and premium ammo…the rest of the story is the a fairy tail for us to swallow their bullshit.

  2. Anonymous says:

    On the SB server, it is even more boring and brawl-fest than normal server. They literally are taking a gigantic step backwards with the clear winners being Soviet mediums. Any low armored or sniping tank is completely useless. Big slow TDs are equally useless. It is just terrible in its implementation. For instance, T62 has 3200 DPM, goes 65 kph and has 255 mm of pen. JPE is slower than live, has 253 mm pen, and 2100 DPM……… and the armor still is useless. Morons.

    1. Plain DPM and pen only means something if you have a 100% hit ratio, nobody has that. Those numbers only mean something if you also state aim time and dispersion.

      But yeah, they have a long way to go before they are there. But let’s not forget they only just started with this sandbox test. And the fact they are willing to change the status quo of the game after denying it needed changing for so long is still a step forward…

  3. TDMillard says:

    Sounds interesting. Though “Dreadnaught” just makes me think of a giant Tog with loads of guns on the sides.

      1. pppp says:

        Ha ha ha and you whant to ding all granate and that no one can pen you through all the battle. HA ha ha only 4 ha ha you whant to absorb all granate in game and you only go forward… ha ha

  4. Anonymous says:

    I feel a huuuuuge amount of free time heading my way when this arrives on the servers. I hope they release it the same day 2.0 comes out or I’ll have to worry about idle hands..

  5. OeilBleu says:

    Ok, it kinda makes sense. But I’d like to know in which one is the fv215b 120 ?
    I played it on sandbox and it lost its railgun and it’s mobility. And even with the increased role of armor it’s still paper except in hulldown. I hope they will change it again or just replace it.

    1. wheeledtank says:

      The 120mm variant would probably be either a Fire-Support or Assault. It has been mentioned that there will be “Hybrid” classes (E-50 Ausf M was mentioned in this)

    1. wheeledtank says:

      I think the 183 would be either an Assault or Ambush. As for the Object 263, I would say it is an Assault; it has decent armor, and its gun is also potent.

  6. laifsv1 says:

    I don’t like the whole “dreadnought” idea, it could just be combined with assault since so many things in there seem to share roles. In my opinion, something like this could work:
    -arty: low Earth orbital cannons;
    -scouts: light tanks with high mobility and camo;
    -assault: everything with armour and HP;
    -ambush: stealthy tds (e.g. Hellcat, Grille15);
    -cavalry: medium brawlers, manoeuvrability, armour/low-profile, and stabilisation, stuff that side-hugs you and dpms you down (just like the Soviets meds, or armoured meds like the E-50);
    -support: everything with good guns but can’t brawl due to reload, dpm, or size/armour. i.e. mid to long range stuff.

    They would need to get rid of the existing class system and remove that annoying class-specific crew retrain. This might also make many branches so much easier to implement. Since all roles are messed up in branches, and all balancing is broken with the new system, branches like the UDES 15/16 could be more easily made, or the whole Lansen branch, since you could just name the top tier ones “support” and it wouldn’t be like the current “light tank” system. This would also stop the whole Merkava being a heavy vs a medium argument, it could just be considered support, like most early MBTs would be in WoT, same as the S-tank (which would otherwise be a “tank destroyer”).

  7. Rombat says:

    This role system is a fail and it will be a fail on live server.
    The ideea of a team to base on clases is a very noble one in a cw or in group organized of players not in random.
    So the ideea is that your team will depend on scouts…good…in random we have scouts who camp near arty to snipe and to do damage, and scouts who are doing suicide rushes in enemy turf. Whar chans of winning have this team against an enemy with 2-3 good scouts?…no none…so this role ideea sucks and it will never work in random.
    I woud like to see how wg will be teaching the random players who’s saliva is dropping from their moth the role of tanks in world of tanks…..
    This kind of players will now that the only thing they can do is too shoot more premium shells because wg nerfed penetration on regular shells.

  8. Steve SEA says:

    I am on the Sandbox, and have a fair number of games on there. The new roles of the tanks have brought some very positive changes to the game play. To answer an earlier question, the AMX 50 FOCH, (no longer 155) and Obj 263 are assault tanks, they are meant to be in the 1st line with the IS7s. Armor is king, and its quite hard to pen at range. HE is the new support weapon of choice as you will be hell pressed to pen an HT at more than 300 M. Overall I’m very happy with the changes. my only worry is what will become of MM. If Tier Xs have a hard time to pen an E100 and damage it, what will a poor little IS3 be able to do?

  9. pppp says:

    Sanbox is only good fory hevy tank…And this roles is not good now is better then in sanbox, now all tank have caracteristik is not good to give him in role

  10. Infernal969 says:

    Yeah, putting Maus and T110E3 in one category is going to simplify things a lot.
    What the fuck are they high on.
    Just tell everyone that all you want is a brainless brawlfest where tomatoes in their RUSSIAN STRONK TENKS rule over everything. You’re not fooling anyone with this crap, WG.

  11. I feel like a good idea for Artillery could be that they function as the “Ranging shooter” for an entire off-map Artillery Battery.
    It would work like this;

    The player fires a shot that could either be a no-damage flare, or a low damage HE shell (I’ll be using the flare for example purposes), the first shot fired by the ranging vehicle would call down low damage HE shots depending on what number shell it has been, the off-screen Artillery would only do low damage, similar to the FV304.

    The first flare fired would call down just two of the of screen battery as they “test the range”

    The second shot would call down 5 shots as a final confirmation

    Then the 3rd shot would be the final in the sequence and would call down all 10-12 guns from the Off-Map battery to saturate the area with artillery fire

    The shells would all be low damage of course, not a battery of off-map T92’s. But with just doing low damage, they would come with a debuff of “suppression” or just “shock” as it is above which would reduce the enemy effectiveness and cancel a random crew skill for 2 seconds (so if the tank was suppressed while the tracks were being repaired, the 100% repair skill would disable for 2 seconds)

    Who knows if I made any sense?

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