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Re: World of Tanks Mark 2

Posted: 2013-05-08 07:47am
by The Infidel
Vendetta wrote:... well, shit because you're right next to a very angry tank and he's got 40+ seconds to shoot at you before you can do anything again...
The thing with the Fochs, is that it can deal about 2500 dmg between reloading the drum. That means that there might be no angry tank next to you, but a dead tank. Don't know how much dmg Batchat does between reloads, but I think it too has the power to kill even quite heavy tanks in one go and the speed and agility to get away afterwards if the driver knows what he's doing.

On another note: I think I just set some kind of record. Played my SU-26 and concentrated my fire on a KV-1S. I managed to put it on fire twice. Battle report showed I damaged 22 modules... No kidding. I thought you had only 8 modules, so each fire must have taken hold of all the tank, that would be 16 modules. I hit him 5 times and did 796 dmg... How is that even possible? It has 760hp? Did the battle report get drunk, or something?

Re: World of Tanks Mark 2

Posted: 2013-05-08 08:10am
by xthetenth
Crewmen.

Re: World of Tanks Mark 2

Posted: 2013-05-08 08:53am
by The Infidel
Just got told on general chat that you get an hp boost to 810 when you change the turret. But still... I bet the driver of the KV-1S was cursing my name.

Re: World of Tanks Mark 2

Posted: 2013-05-08 09:50am
by Vendetta
Or just looking forward to the sweet sweet nerfs in 8.6..

Think your little pedobear artillery will be safe?

Think again.

No 122mm.

Re: World of Tanks Mark 2

Posted: 2013-05-08 10:10am
by The Infidel
Vendetta wrote:Or just looking forward to the sweet sweet nerfs in 8.6..
Think your little pedobear artillery will be safe?
Think again.
No 122mm.
Nooo, not my beloved 122! But then again, if they do that to more artillery, the game might be more enjoyable for the rest.
Will they just remove it or replace it with something else? Do you have a source for this?

Re: World of Tanks Mark 2

Posted: 2013-05-08 11:31am
by Vendetta
On the current supertest build it's been replaced with another 76mm. There's a big ol' thread on it on the EU forums about what's been leaked so far from the supertest players. (There's also pictures floating around of a couple of british arty pieces, even though they're not for 8.6)

Re: World of Tanks Mark 2

Posted: 2013-05-08 02:01pm
by The Vortex Empire
So the GWPanther, which currently has 0.43 accuracy, has 0.7 on the supertest. I very, VERY much like the sound of these nerfs. I can only imagine what the new accuracy of the T92 will be. 1.2 maybe? Hehehe.

Re: World of Tanks Mark 2

Posted: 2013-05-08 03:57pm
by Esquire
Frankly, with accuracy like that I don't see what the point of artillery will be. I'm not sure how the accuracy numbers scale, but any tank that inaccurate just wouldn't be used.

Re: World of Tanks Mark 2

Posted: 2013-05-08 03:59pm
by Nephtys
I simply cannot wait for the arty nerf. It's what ruins high tier games, and makes concealment based units useless. Gold ammo already is the proper counter to super-armored units, so let's just make arty into something that takes several shots to dig out a stationary target, instead of one-shotting moving ones.

Re: World of Tanks Mark 2

Posted: 2013-05-08 05:34pm
by Grandmaster Jogurt
Isn't nerfing accuracy, and thus nerfing by increasing randomisation, the wrong way to go for player benefit, though? It'll make an artillery hit just as bad as before, only slightly rarer. Wouldn't a better solution be that when it hits, there's less of a chance of ruining the match for the target immediately? Lower maximum damage, lower module damage, things like that that would make it less a matter of rolling the dice vs death and more "whoops I just took a hit I need to be careful".

Lowering accuracy doesn't seem as if it'd do anything on making it harder to hit moving vs stationary tanks, which seems to be the other issue.

Re: World of Tanks Mark 2

Posted: 2013-05-08 06:05pm
by Hawkwings
Oh wonderful, WoT getting even more randomization, ensuring that skills is even less of a factor when playing.

I'd be OK with damage and accuracy nerfs to arty as long as there was a massive splash radius increase. Thus giving arty the role of constant low-damage threat.

Gold ammo is the proper counter to dug-in superheavy armor? Let me point and laugh. Even if that were true, it's still bad game design.

Re: World of Tanks Mark 2

Posted: 2013-05-08 06:41pm
by The Vortex Empire
It's not my ideal arty nerf by any means, but at this point I'll happily take just about any arty nerf. My ideal solution would be to nerf damage, increase aimtime, and buff accuracy, so it's more skill, less random, and can't easily hit moving targets.

EDIT: Actually, my ideal solution would be to remove it entirely since it adds nothing to the game, but I don't see WG ever doing that, so...

Re: World of Tanks Mark 2

Posted: 2013-05-08 06:42pm
by Grandmaster Jogurt
I'd rather it be a nerf that actually improves gameplay than one that just goes to sate some anti-artillery bloodlust, though.

Re: World of Tanks Mark 2

Posted: 2013-05-08 06:57pm
by The Vortex Empire
Grandmaster Jogurt wrote:I'd rather it be a nerf that actually improves gameplay than one that just goes to sate some anti-artillery bloodlust, though.
If it results in arty hitting and nuking people less, especially moving people, then it's an improvement.

Re: World of Tanks Mark 2

Posted: 2013-05-08 07:07pm
by Vendetta
Grandmaster Jogurt wrote:I'd rather it be a nerf that actually improves gameplay than one that just goes to sate some anti-artillery bloodlust, though.
Given that the fear of instant explosive doom is what turns a lot of games into horrible campfests, yes, it will improve gameplay.

Re: World of Tanks Mark 2

Posted: 2013-05-08 07:42pm
by Vendetta
Also, new stats page on official wargaming site, only implemented on SEA site so far: http://worldoftanks-sea.com/community/a ... -Basharoo/

Re: World of Tanks Mark 2

Posted: 2013-05-08 08:39pm
by Grandmaster Jogurt
Vendetta wrote:Given that the fear of instant explosive doom is what turns a lot of games into horrible campfests, yes, it will improve gameplay.
What I'm saying is that if you keep the risk of instant unseen death, just with somewhat smaller odds, you haven't really improved much. If being hit by an artillery shot is something that you don't want but won't immediately ruin your match, and it is at least relatively consistent if you are staying in one place, this can be used for the whole purpose artillery is designed for of disincentivising camping.

I'd suggest increasing aim time, increasing accuracy at the expense of splash, lowering module damage and capping the damage upon a full penetration significantly lower. If I'm guessing right, this would make it harder to hit tanks on the maneuver and in general make artillery more of a DoT threat than an instant threat. If you're sitting at a spot and an artillery shell hits you, you know you now have the choice of repositioning or being ground down to death. It's also offering more agency to the players when threatened by artillery which should make it feel less bad to be under fire by one.

Re: World of Tanks Mark 2

Posted: 2013-05-08 08:55pm
by Vendetta
So, if you're in a tier 6 game in a tier 4 tank, you probably don't expect to walk out with a steel wall and five kills.

Re: World of Tanks Mark 2

Posted: 2013-05-08 11:43pm
by PhilosopherOfSorts
I still think most of the problems with arty could be solved by capping them at 3 per team instead of five. Anything above three, and its not even fun for the arty anymore.

Re: World of Tanks Mark 2

Posted: 2013-05-09 12:19am
by xthetenth
I tend to agree with Jogurt but think splash could be increased a bit if landing an arty hit does similar damage to a same tier tank destroyer. Make it really hurt stuff like bat derps that get stupid and more importantly really hurt groups camping in cover. High accuracy, long aim time, large splash but no penetrating hits. Maybe even airbursts to dig people out of cover. But rough aim time you need to be thinking ahead to hit moving tanks.

Re: World of Tanks Mark 2

Posted: 2013-05-09 06:48am
by The Vortex Empire
PhilosopherOfSorts wrote:I still think most of the problems with arty could be solved by capping them at 3 per team instead of five. Anything above three, and its not even fun for the arty anymore.
They have no plans of doing so, and in fact that 5 arty cap is being removed when this rebalance happens.

Re: World of Tanks Mark 2

Posted: 2013-05-09 10:31am
by The Infidel
Lots of discounts this weekend.
I'm gonna fill up on small repair kits and stuff.

Re: World of Tanks Mark 2

Posted: 2013-05-09 11:31am
by Temjin
x5 Weekend? Well, I guess I can give up on winning any good matches this weekend...

Re: World of Tanks Mark 2

Posted: 2013-05-09 11:34am
by Skywalker_T-65
^ That. While they are nice for XP, they bring alllll teh noobs out.

Re: World of Tanks Mark 2

Posted: 2013-05-09 11:57am
by The Vortex Empire
I've never understood that line of reasoning. Even if it's true that all the terribads come out on weekends, they're on the other team too, so it wouldn't affect your winning in any way.