Artillery again return 3 shell с the new mechanics. How will this affect gameplay?
Hello tankers! Wotpack is with you and today we will tell you about the latest news from the Sandbox test server. The global rebalancing of shells continues, in previous iterations, the basic and high-explosive types of shells were reconfigured for all vehicles, and in some cases, gold ones. Now it's the artillery's turn.
General information
This time only SPG shells will be changed. The parameters of the economy, personal combat missions and the display of statistics will not be affected at this stage of the test, but they are next in line.
Now we have added an updated ACS and saved all previous changes:
Major changes
In the light of recent changes and shell settings, the current parameters of the ACS have lost their relevance. Therefore, it was decided to revise the mechanics and shells for artillery. Main goals at this stage:
- general rebalancing of the ACS in order to update it according to the results of the previous stages of the test;
- diversify the ammunition load so that the shells do not repeat each other;
- reduce the total duration of the stun;
- reduce the share of damage of self-propelled guns in battle.
New self-propelled guns
At this iteration of the test server, starting from level 6, all self-propelled guns receive 3 types of shells. Each specializes in a specific role:
- damage;
- armor penetration;
- stun.
Standard the projectile will be universal: a HE can stun, but does little damage.
Special (gold) projectile is a high-explosive with an increased alpha strike, but no stun. At the same time, it has a larger radius of scattering of fragments. The nominal rate of one-time damage of this projectile is approximately 15% higher than that of the base one.
Alternative ammo will be armor-piercing or cumulative. It features significantly higher armor penetration and stable, but low damage. Those. this is a stable damage option, because if the armor is broken, the nominal value of the alpha strike will be counted. This type of projectile does not stun enemy crew.
If earlier the ammo load included an improved HE shell, now it will simply have the stun effect removed. All other parameters are preserved, and damage will increase by 15%.
Why is rebalancing needed?
The new mechanics are designed to add variety to the gameplay, allowing players to act depending on the situation. Sometimes it's more effective to deal more damage, in some situations to stun the enemy so that the allies finish him off, and when the enemy has few hitpoints left, it's time to load the last type of projectile to guarantee the destruction of the enemy.
Results
Such a rebalance can definitely be considered an up, because the functionality of using arta will expand significantly. Many owners of self-propelled guns will be happy about the return of armor-piercing shells. On the other hand, players on heavy loads with SPG focus will no longer be constantly stunned, which sometimes spoiled the game experience.
We have collected for you the updated performance characteristics of the firepower of level 10 self-propelled guns. The first option is a standard projectile (high explosive). The second option is gold. The third option is armor-piercing.
How do you like these changes?
Read on:
Leave art alone. In my opinion, the developers sleep like this… hrrrr…arts..arts…hrr…arts..arts…arts….hrrr. Section now shells by class))
arty has such an armor-piercing accuracy 1-out of 4 only gets the developers more MONEY for what they wanted from the players
Yep, ap! Who played in this delirium, they do not experience any delight. Arty’s accuracy was spoiled a very long time ago, and getting armor-piercing will not be so easy.
but on the corpses of hitting 99%))))))
but the shells will rise in price and at times, they no longer know how to scoff at art
The economy is not yet final, maybe they will reduce the cost of shells. So far, only the mechanics are being tested.
When a cat has nothing to do, he licks balls like that
they also called this nonsense