Will the artillery AT LEAST be able to HIT something consistently? The current artillery waits 40+ seconds, aims for 10 seconds and then misses 80% of the cases, 19% hits with splash damage and in 1% obliterates a tank.
The RNG is awful, will they do something about that?
NO NO NO NO this is fuckin LOL style i dont like that and when u are stunned u cant do literally nothing its stupid.. at least to can fire or rotating the turret … i dont like developers anymore .
I don’t think it’s a good idea to show the remaining stun time of a tank to the enemy team. The detrack time isn’t showed either. Mods that show the reload time are forbidden, too. It would take skill to know, whether the enemy around the corner is still stunned similar to know his reload time. Also you can pretend to be still stunned and provoke the enemy to attack you.
you are right, it shouldnt show, how long you still have. but it should be possible with that skill, you can see enemy modules damaged. i even wrote a ticket about it at the first sandbox… but well, noone cares.
The stun is to random to not show, and it would be an anoyingly hard skill to learn. Where did the shell land? How Close? What tank is it? What arty shot him? If they bake it in to a crew skill, so be it. But it’s not neccecary.
Interesting… Will make for much quicker matches due to arty no longer being viable at the end of the match as it won’t have enough damage to kill anything on its own.
So now arties will be able to halt enemy pushes single handedly, by spamming choke points and players working closely together (focusing, shielding, cornering)…. Its a truly a brilliant idea to make people despise arty even more, and make the game more campy.
Greatly reducing damage and pen, radically increasing blast radius without this stun cancer would have been to simple and smart….
guys are you only good at crying? you wanted them to stop arty from one shoting every one by “luck” they made your wish true by reducing the he damage and they even removed the ap from arties now everyone got a chance of not being one shot by an arty seriously what do you want more? it’s not just a clicking game you know you still need luck to hit your targets no skills needed what so ever to play an arty just pure luck they only skill i could think of is the map awareness but that isn’t a skill really it’s more like a knowledge.
i bet you wanted to remove the arty as a whole rather than rebalancing it.
You forgot about the Corridor peek-a-boom in two places maps.
Ambivalent about the actual stun mechanic, it may be good or bad in itself but with the Sh*ty maps we are forced to play this will increase arty hate not reduce it.
Same problem with the scouts they are proposing crappy maps with little opportunity to do anything related to their role.
Arty does require some skill. How about leading shots with 2-5 seconds shell travel time?
On the subject…how are light tanks going to be of any use at all now?
Go forward spot, arty does its job and stuns the enemy and the rest of your team ding and miss (assuming they are actually paying some attention to the game in progress) because of the reduced accuracy and pen over distance.
I feel like the stun effect might be a move to the wrong direction. Like the devs said, artillery is turned into a pure support class, mostly relying on team members to do the actual damage. Everyone who plays scouts knows how annoying it is to hope that your team mates know how to shoot.
I always felt that artillery was a damaging support class, and it worked well in that aspect (not that I liked their oneshotting ability). If I was a low tier, I’d rely on arty support. Or on specific maps (like on Prokhorovka) arty was often the one that wins the match by dealing with enemies in hull down positions, such as right next to the railroad. Now if arty only stuns the enemy, it will be quite unlikely that it will help the team finish off those enemies in difficult positions, since they will be shot themselves if trying to push the advantage.
I do like the removal of AP shells though, but I feel like WG is once again trying to do too many things at once. I feel like the best solution for a big balancing issue is by implementing small changes at a time, instead of trying to invent the whole system in a go. I think they should have removed AP shells first, and then analysed what effect it would’ve had on the live server.
and here it is, an other dumb new technology made by WG – The Stun. Realy smart, heavys could install spall liner against it. But they dont do it now … because they go city where artys cant shot them.
Who want to go on line 9 or 0 with a Med or Light on Pilsen if the matchmaker gives you 3 artys in enemy team – they stun you for eternety!!! And Pilsen is not the only map with this problem!!! For those WG employes who have never played the game: if you have 3 artys on Ensk – no one goes line 9 or 0 … WHY … because its the only place where artys can shot. A hand full af artys can shot in city like the russian artys and the FV304.
This problem cant be fixed by reduce damage and give them the mighty stun.
In the first SB I enjoyed the stun, it was much more real and forced arty to work with the team to support a push or stop one. If a 200 mm shell went off near your tank you would be stunned, this is fact, if you do not believe me put you head in a large pot and allow you brother bang on it like a drum. your head does not ring, you must already be deaf.
this is actually a very nice change! it would also be cool if lights had an option to directly communicate to arty by pressing some icon in a tab, clicking in a certain area of a map and the artys would get an announcement that they are requested for so and so location. Ex: fire support is requested at A1!
This just an idea to make light tanks and arty have a more diverse and interesting role in the game.
This is going to suck so bad. I already get focused out so bad by arty that it’s frustrating to play certain maps, but constantly being in a state of being nerfed by tomatoes in arty to “balance” the game. Seriously, a crap player can just sit there and consistently keep a good player immobilized and weakened because if the huge splash radius. It will suck the joy out of this game. The only way this would work is if they remove xvm.
but what people are forgetting is that, if thegame is down to you and an arty on your team, and 5 tanks on the enermy team, then all arty will o is stan and not assist. people moan about arty but soon call upon it when they want help, but the other issue is, no one complains about being clipped by auto loaders that normally do more damage than arty every game. arty may not take the most skill to play, its more about strergy and luck, but its not as tocix as players believe it is, match making is a bigger issue with games being loist 15 – 0 etc coz one team has a lot more skilled players. Another point is, how can arty protect itself when being approached by a tank, all it will be able to do is stun it, where at least at the moment it has a chance to kill it. this is just classic war gaming bowing down to the moaners, just ban all mods, remove premium ammo and kill win8, thats the better solution to this game.
but what people are forgetting is that, if thegame is down to you and an arty on your team, and 5 tanks on the enermy team, then all arty will do is stun and not assist. people moan about arty but soon call upon it when they want help, but the other issue is, no one complains about being clipped by auto loaders that normally do more damage than arty every game. arty may not take the most skill to play, its more about strergy and luck, but its not as tocix as players believe it is, match making is a bigger issue with games being loist 15 – 0 etc coz one team has a lot more skilled players. Another point is, how can arty protect itself when being approached by a tank, all it will be able to do is stun it, where at least at the moment it has a chance to kill it. this is just classic war gaming bowing down to the moaners, just ban all mods, remove premium ammo and kill win8, thats the better solution to this game.
well there is no doubt Artillery “disrupts the gaming experience” it fucking ruins it. This is a step in a direction we will see if it is the right one or not but at least its a step. They have needed to do something with it for a long time. Finally A decision has been made it is better than the status quo or NO decision.
Perhaps if they used the word “Suppress” it would make more sense, especially to the war gamers amongst us. Effectively the same thing though.
I have a brain, so yeah, i’d like to get on Sandbox and see how it works for myself before condemning the idea.
Now now…. if i dead center weak spot hit an o-ho and he is out its his fault for playing an o-ho….id rather one shot any tank in the game like it had been,instead of doing a smidge of damage and stunning the tank….. there is inly 2 maps where tanks group up like that and they are small and not arty friendly anh how…. now you create a situation where the pack will no-longer exist for fear of the arty stun…. one at a time folks…. and now we have a camp festival…. fire up the smores! Lets all pitch a tent….i think arty was actually nerfed b4 …. though accuracy….just as i figure out the real mechanics of an arty shell you are gonna go and change it….. i got 3 good artys with stars on the barrel….you should just add stun…. not take away damage, add splash radius, accuracy and stun….and armor piercing rounds should stay…. no splash… good pen chance against upper tier…. how else an arty gonna go 1 on 1 with a t-100 at close range….. arty has like 400 hp…. vs 3,000.99hp x10000000mm armor
people are still moaning about the wrong tanks in this game. arty can be annoying in terms of getting one shotted, but the easiest answer is to reduce the arty damage in line with the tier it is at, for exaample a tier 10 arty should do no more damage than the average tier 10 tank, but people forget the really long load time and the shear amount of maps where arty is nearly useless like himmelsdorf etc, let alone the rng element of it. no one is complaining about tanks like the batchat, purely because a lot of people like playing it, hhowever its not much fun getting clipped by any autoloader, and whilst they have a long load time, they don’t hang around for you to shoot them. also what about premium ammo, its for lazy people that don’t want to learn weak points or even use tactics to win, premium ammo makes armour irrelevant in most cases, and thats why most people now play mediums, they are faster and harder to hit. this game is 5 years old and still has just as many problems as any alpha game out there, and unfotunately its the russian community that directs this game, so anything we say on the eu server is pointless anyway.
Meh…why so unnecessarily complicated. The suppression mechanic is over the top and is still just as annoying to suffer from.
You want to make arty a long range support class. Easy.
1. Make accuracy and aimtime much much better. (Also ties in to RNG and how accuracy is already an irrelevant stat). However make dispersion on the move even worse. They should be a static fire support position.
2. Make reload time approx 33% shorter.
3. Make shell arc exceptionally high so it can hit literally anywhere on the map. You want to stop camping…the only way to do it is to make sure no matter where they hide they aren’t arty safe.
4. Double or even triple the current splash radius. This means if you do miss you still do damage.
5. Increase HP on arty so they aren’t just 1 shots to most tanks of their tier. It should still take 2 or 3 shots by most tanks to kill an arty of their tier. Eg. A tier 10 arty could have 1200 hp.
6. Ping on the map when enemy arty fired and a also show an obvious tracer line. This will allow counter arty to once more be a thing in this game. Rather than the current waste of time.
7. Make shell speed much much slower. This will mean it is hard to hit players who are moving and playing aggressively. However those that camp will be prime targets. Tier 10 arty for example should have a shell travel time of at least 14 ish seconds to hit the far corner of the map.
8. Only HE ammo. The type of HE ammo should be unique to arty with a special set of mechanics. There should be no penetration at all. Damage should be done to the hit vehicle in the effected range regardless of how thick the armour is. E.g. A 100 alpha gun should do 100 damage +/- 25% regardless of the armour on the enemy vehicle. XP and credits for hitting tougher targets should be increased while for hitting lightly armoured tanks it should be decreased.
This will mean arty focus on targets that are top tier and have good armour. They will hit the targets that the team will struggle to deal with. They will no longer have an advantage by shooting and unarmoured tanks to get easy 1 shots.
9. The damage on artillery needs to be massively reduced. A tier 10 arty should do 250-300 damage on a direct hit. This will make it less frustrating to the individual who gets hit but also any others nearby will take splash damage.
10 (optional). With siege mode being added in the game now we can also add it to arty. The accuracy and aimtime without the siege mode activated could be the same as it is now. However the improved aiming stats and faster reload are only active when in siege mode. This will further the idea that arty is arty static fire support location with very control on the area it is aiming at but it will be difficult to control all arty reason on the map. The time to enter siege mode only has to be short. To leave siege mode it should be about 4 or 5 seconds. This will mean that scouts who break through can seriously harm arty instead of being shot gunned and also counter arty will be a possible tactic.
Of course players don’t have to enter siege mode at all and it should still be playable but the reload times and aiming stats should be bad enough in comparison to encourage use of siege mode.
Arty with turrets should have a smaller increase in stats from using siege mode.
All these changes together will mean that artillery does stop camping as it is no longer safe.
Artillery will be less annoying and boring to play as the reload time and accuracy will be much better.
Counter arty will be a sensible tactic. You have to choose between shooting enemy arty or enemy tanks.
When you are hit by one it is less annoying because your entire tank doesn’t just explode.
Sounds much better than the goddamned bullshit with the stun. Imho arty should be completely patched out, but since this won’t happen, this solution (make moving targets impossible to hit) would be by far the best one.
This stun mechanic isn’t going to solve anything. The only thing this will do is making arty much more of a pain in the ass for everybody, especially heavies. Right now you at least have RNG, which swings both ways for you and the arties – And when every shot that was a miss before will now damage and stun you…. oh boy. That could kill the game for me, to be honest. Arties already have a massive hardon for me no matter which tank class i play, so far i can avoid their droppings most of the time due to the small splash radius on most arty pieces, but with these “fixes”… ugh.
Will the artillery AT LEAST be able to HIT something consistently? The current artillery waits 40+ seconds, aims for 10 seconds and then misses 80% of the cases, 19% hits with splash damage and in 1% obliterates a tank.
The RNG is awful, will they do something about that?
NO NO NO NO this is fuckin LOL style i dont like that and when u are stunned u cant do literally nothing its stupid.. at least to can fire or rotating the turret … i dont like developers anymore .
I think this could be a workable solution, worth a try at least
I don’t think it’s a good idea to show the remaining stun time of a tank to the enemy team. The detrack time isn’t showed either. Mods that show the reload time are forbidden, too. It would take skill to know, whether the enemy around the corner is still stunned similar to know his reload time. Also you can pretend to be still stunned and provoke the enemy to attack you.
you are right, it shouldnt show, how long you still have. but it should be possible with that skill, you can see enemy modules damaged. i even wrote a ticket about it at the first sandbox… but well, noone cares.
The stun is to random to not show, and it would be an anoyingly hard skill to learn. Where did the shell land? How Close? What tank is it? What arty shot him? If they bake it in to a crew skill, so be it. But it’s not neccecary.
Interesting… Will make for much quicker matches due to arty no longer being viable at the end of the match as it won’t have enough damage to kill anything on its own.
So now arties will be able to halt enemy pushes single handedly, by spamming choke points and players working closely together (focusing, shielding, cornering)…. Its a truly a brilliant idea to make people despise arty even more, and make the game more campy.
Greatly reducing damage and pen, radically increasing blast radius without this stun cancer would have been to simple and smart….
guys are you only good at crying? you wanted them to stop arty from one shoting every one by “luck” they made your wish true by reducing the he damage and they even removed the ap from arties now everyone got a chance of not being one shot by an arty seriously what do you want more? it’s not just a clicking game you know you still need luck to hit your targets no skills needed what so ever to play an arty just pure luck they only skill i could think of is the map awareness but that isn’t a skill really it’s more like a knowledge.
i bet you wanted to remove the arty as a whole rather than rebalancing it.
You forgot about the Corridor peek-a-boom in two places maps.
Ambivalent about the actual stun mechanic, it may be good or bad in itself but with the Sh*ty maps we are forced to play this will increase arty hate not reduce it.
Same problem with the scouts they are proposing crappy maps with little opportunity to do anything related to their role.
Arty does require some skill. How about leading shots with 2-5 seconds shell travel time?
On the subject…how are light tanks going to be of any use at all now?
Go forward spot, arty does its job and stuns the enemy and the rest of your team ding and miss (assuming they are actually paying some attention to the game in progress) because of the reduced accuracy and pen over distance.
Thought out by 3 year old’s.
This is even more game breaking then before…
I feel like the stun effect might be a move to the wrong direction. Like the devs said, artillery is turned into a pure support class, mostly relying on team members to do the actual damage. Everyone who plays scouts knows how annoying it is to hope that your team mates know how to shoot.
I always felt that artillery was a damaging support class, and it worked well in that aspect (not that I liked their oneshotting ability). If I was a low tier, I’d rely on arty support. Or on specific maps (like on Prokhorovka) arty was often the one that wins the match by dealing with enemies in hull down positions, such as right next to the railroad. Now if arty only stuns the enemy, it will be quite unlikely that it will help the team finish off those enemies in difficult positions, since they will be shot themselves if trying to push the advantage.
I do like the removal of AP shells though, but I feel like WG is once again trying to do too many things at once. I feel like the best solution for a big balancing issue is by implementing small changes at a time, instead of trying to invent the whole system in a go. I think they should have removed AP shells first, and then analysed what effect it would’ve had on the live server.
and here it is, an other dumb new technology made by WG – The Stun. Realy smart, heavys could install spall liner against it. But they dont do it now … because they go city where artys cant shot them.
Who want to go on line 9 or 0 with a Med or Light on Pilsen if the matchmaker gives you 3 artys in enemy team – they stun you for eternety!!! And Pilsen is not the only map with this problem!!! For those WG employes who have never played the game: if you have 3 artys on Ensk – no one goes line 9 or 0 … WHY … because its the only place where artys can shot. A hand full af artys can shot in city like the russian artys and the FV304.
This problem cant be fixed by reduce damage and give them the mighty stun.
In the first SB I enjoyed the stun, it was much more real and forced arty to work with the team to support a push or stop one. If a 200 mm shell went off near your tank you would be stunned, this is fact, if you do not believe me put you head in a large pot and allow you brother bang on it like a drum. your head does not ring, you must already be deaf.
this is actually a very nice change! it would also be cool if lights had an option to directly communicate to arty by pressing some icon in a tab, clicking in a certain area of a map and the artys would get an announcement that they are requested for so and so location. Ex: fire support is requested at A1!
This just an idea to make light tanks and arty have a more diverse and interesting role in the game.
This is going to suck so bad. I already get focused out so bad by arty that it’s frustrating to play certain maps, but constantly being in a state of being nerfed by tomatoes in arty to “balance” the game. Seriously, a crap player can just sit there and consistently keep a good player immobilized and weakened because if the huge splash radius. It will suck the joy out of this game. The only way this would work is if they remove xvm.
but what people are forgetting is that, if thegame is down to you and an arty on your team, and 5 tanks on the enermy team, then all arty will o is stan and not assist. people moan about arty but soon call upon it when they want help, but the other issue is, no one complains about being clipped by auto loaders that normally do more damage than arty every game. arty may not take the most skill to play, its more about strergy and luck, but its not as tocix as players believe it is, match making is a bigger issue with games being loist 15 – 0 etc coz one team has a lot more skilled players. Another point is, how can arty protect itself when being approached by a tank, all it will be able to do is stun it, where at least at the moment it has a chance to kill it. this is just classic war gaming bowing down to the moaners, just ban all mods, remove premium ammo and kill win8, thats the better solution to this game.
Time to sell my account… 🙁
but what people are forgetting is that, if thegame is down to you and an arty on your team, and 5 tanks on the enermy team, then all arty will do is stun and not assist. people moan about arty but soon call upon it when they want help, but the other issue is, no one complains about being clipped by auto loaders that normally do more damage than arty every game. arty may not take the most skill to play, its more about strergy and luck, but its not as tocix as players believe it is, match making is a bigger issue with games being loist 15 – 0 etc coz one team has a lot more skilled players. Another point is, how can arty protect itself when being approached by a tank, all it will be able to do is stun it, where at least at the moment it has a chance to kill it. this is just classic war gaming bowing down to the moaners, just ban all mods, remove premium ammo and kill win8, thats the better solution to this game.
well there is no doubt Artillery “disrupts the gaming experience” it fucking ruins it. This is a step in a direction we will see if it is the right one or not but at least its a step. They have needed to do something with it for a long time. Finally A decision has been made it is better than the status quo or NO decision.
Perhaps if they used the word “Suppress” it would make more sense, especially to the war gamers amongst us. Effectively the same thing though.
I have a brain, so yeah, i’d like to get on Sandbox and see how it works for myself before condemning the idea.
yup called it 5th straight nerf to arty in a row
Now now…. if i dead center weak spot hit an o-ho and he is out its his fault for playing an o-ho….id rather one shot any tank in the game like it had been,instead of doing a smidge of damage and stunning the tank….. there is inly 2 maps where tanks group up like that and they are small and not arty friendly anh how…. now you create a situation where the pack will no-longer exist for fear of the arty stun…. one at a time folks…. and now we have a camp festival…. fire up the smores! Lets all pitch a tent….i think arty was actually nerfed b4 …. though accuracy….just as i figure out the real mechanics of an arty shell you are gonna go and change it….. i got 3 good artys with stars on the barrel….you should just add stun…. not take away damage, add splash radius, accuracy and stun….and armor piercing rounds should stay…. no splash… good pen chance against upper tier…. how else an arty gonna go 1 on 1 with a t-100 at close range….. arty has like 400 hp…. vs 3,000.99hp x10000000mm armor
They have simply gone too far with arty. There is no other way to fix it but to either make it irrelevant or remove it.
Arty is the reason I moved to WOT Blitz. I’m fine with being outplayed, not by being clicked on by a zero skill mechanic.
people are still moaning about the wrong tanks in this game. arty can be annoying in terms of getting one shotted, but the easiest answer is to reduce the arty damage in line with the tier it is at, for exaample a tier 10 arty should do no more damage than the average tier 10 tank, but people forget the really long load time and the shear amount of maps where arty is nearly useless like himmelsdorf etc, let alone the rng element of it. no one is complaining about tanks like the batchat, purely because a lot of people like playing it, hhowever its not much fun getting clipped by any autoloader, and whilst they have a long load time, they don’t hang around for you to shoot them. also what about premium ammo, its for lazy people that don’t want to learn weak points or even use tactics to win, premium ammo makes armour irrelevant in most cases, and thats why most people now play mediums, they are faster and harder to hit. this game is 5 years old and still has just as many problems as any alpha game out there, and unfotunately its the russian community that directs this game, so anything we say on the eu server is pointless anyway.
Meh…why so unnecessarily complicated. The suppression mechanic is over the top and is still just as annoying to suffer from.
You want to make arty a long range support class. Easy.
1. Make accuracy and aimtime much much better. (Also ties in to RNG and how accuracy is already an irrelevant stat). However make dispersion on the move even worse. They should be a static fire support position.
2. Make reload time approx 33% shorter.
3. Make shell arc exceptionally high so it can hit literally anywhere on the map. You want to stop camping…the only way to do it is to make sure no matter where they hide they aren’t arty safe.
4. Double or even triple the current splash radius. This means if you do miss you still do damage.
5. Increase HP on arty so they aren’t just 1 shots to most tanks of their tier. It should still take 2 or 3 shots by most tanks to kill an arty of their tier. Eg. A tier 10 arty could have 1200 hp.
6. Ping on the map when enemy arty fired and a also show an obvious tracer line. This will allow counter arty to once more be a thing in this game. Rather than the current waste of time.
7. Make shell speed much much slower. This will mean it is hard to hit players who are moving and playing aggressively. However those that camp will be prime targets. Tier 10 arty for example should have a shell travel time of at least 14 ish seconds to hit the far corner of the map.
8. Only HE ammo. The type of HE ammo should be unique to arty with a special set of mechanics. There should be no penetration at all. Damage should be done to the hit vehicle in the effected range regardless of how thick the armour is. E.g. A 100 alpha gun should do 100 damage +/- 25% regardless of the armour on the enemy vehicle. XP and credits for hitting tougher targets should be increased while for hitting lightly armoured tanks it should be decreased.
This will mean arty focus on targets that are top tier and have good armour. They will hit the targets that the team will struggle to deal with. They will no longer have an advantage by shooting and unarmoured tanks to get easy 1 shots.
9. The damage on artillery needs to be massively reduced. A tier 10 arty should do 250-300 damage on a direct hit. This will make it less frustrating to the individual who gets hit but also any others nearby will take splash damage.
10 (optional). With siege mode being added in the game now we can also add it to arty. The accuracy and aimtime without the siege mode activated could be the same as it is now. However the improved aiming stats and faster reload are only active when in siege mode. This will further the idea that arty is arty static fire support location with very control on the area it is aiming at but it will be difficult to control all arty reason on the map. The time to enter siege mode only has to be short. To leave siege mode it should be about 4 or 5 seconds. This will mean that scouts who break through can seriously harm arty instead of being shot gunned and also counter arty will be a possible tactic.
Of course players don’t have to enter siege mode at all and it should still be playable but the reload times and aiming stats should be bad enough in comparison to encourage use of siege mode.
Arty with turrets should have a smaller increase in stats from using siege mode.
All these changes together will mean that artillery does stop camping as it is no longer safe.
Artillery will be less annoying and boring to play as the reload time and accuracy will be much better.
Counter arty will be a sensible tactic. You have to choose between shooting enemy arty or enemy tanks.
When you are hit by one it is less annoying because your entire tank doesn’t just explode.
Thoughts please anyone?
Sounds much better than the goddamned bullshit with the stun. Imho arty should be completely patched out, but since this won’t happen, this solution (make moving targets impossible to hit) would be by far the best one.
This stun mechanic isn’t going to solve anything. The only thing this will do is making arty much more of a pain in the ass for everybody, especially heavies. Right now you at least have RNG, which swings both ways for you and the arties – And when every shot that was a miss before will now damage and stun you…. oh boy. That could kill the game for me, to be honest. Arties already have a massive hardon for me no matter which tank class i play, so far i can avoid their droppings most of the time due to the small splash radius on most arty pieces, but with these “fixes”… ugh.