Drugi test publiczny aktualizacji 1.13: Nowe i przyszłe zmiany
by Bin4r · Published
What will change during CT2?
Our main goal since the first Sandbox was to reduce the damage dealt to tanks frontally and succeeded. Now, we want to balance the penetration chance and amount of damage done to more vulnerable areas on a vehicle, usually covered by spaced armor (screens, external modules and tracks, for example). Now, the probability of penetrating the main armor after the HE shell penetrates the screen will greatly decrease, especially for vehicles with weak side armor. Therefore, the likelihood of receiving a lot of damage when penetrated by a HE shell will also be lower. The effective penetration of the HE shell after passing through spaced armor is reduced by the thickness of the spaced armor, times three. For example:
- In CT1, a HE shell with 100 mm penetration once it passed through 20 mm of spaced armor was left with 80 mm of penetration to the main armor.
- In CT2, a HE shell with 100 mm penetration after it passes through 20 mm of spaced armor will be left with 40 mm of penetration to the main armor.
What will change after changes are applied to the live server?
Introducing any changes to artillery and HE shell mechanics will affect the entire game environment. We understand your feedback and concerns and will consider any future changes once the new mechanic is implemented into the game.
We will collate statistical criteria for each group of vehicles, including changes in inflicting damage, efficiency, tanking damage, etc…, and consider which changes are necessary for an individual vehicle or groups of vehicles. The process will consist of three stages:
- Collection of statistics from the live server
- Identification of specific vehicles that require edits
- Preparation for and testing of those edits
HE shell changes
- Medium and low tier vehicles with HE-based gameplay. There is currently not sufficient data on these vehicles from the sandbox and CT1 to decide on any changes to the performance characteristics of these vehicles. We will carefully monitor the situation after the release and implement changes if necessary.
- Changes in the performance characteristics of HE vehicles. Based on the current data from the common test, our changes had a positive effect on the efficiency of these vehicles. We will therefore leave them in the release version, but also carefully and separately monitor the performance indicators on each vehicle after the release.
- Heavily armored vehicles, in particular the Object 279 early, T95/Chieftain and T95/FV4201 Chieftain. The main damage caused to these vehicles is not typically from HE shells. Therefore, the impact to the combat effectiveness of these vehicles should be minimal. Inflicting damage on the vehicles’ frontal armor with HE shells will become more difficult, but this is the expected outcome from a design point of view.
- The value of armor penetration for alternative HE shells. In general, SPGs exhibit no deviations or increases in efficiency. We will consider the penetration values of the alternative HE shells to ensure they remain functional, comparable to the standard HE shells. We would like to maintain parity in the use of HE shells and not make one more effective than the other. With this in mind, we do not plan to make any changes to the stun potential of the standard shell. Of course, such significant changes in performance characteristics will require additional monitoring of the effectiveness of individual SPGs both during the common test and after the release.
- Personal Missons. We agree that the changes could potentially affect the complexity of the Personal Missions. To understand the specifics and degree of change after the release, we will collect data and make edits where necessary.
- Sound intelligence and other mechanics. Currently, two of the three mechanics for counteracting artillery are available to players by default. These are bright shell tracers and field of fire markers on the minimap. The third mechanic is available as a commander perk. We considered the possibility of giving this skill to the radio operator, but not all vehicles have a radio operator, and in those cases, the role is given to the commander. However, we understand that the commander is currently the busiest crew member, and this will force players to choose between other useful perks. This is why we are now actively reworking Crew 2.0. Our efforts there are also aimed at resolving the workload problem among crew members.
- The American branch of the SPG. We will make adjustments to the M44 before going to release. We will then monitor the statistics for the other American SPGs and make changes where necessary.
We value your participation in the testing and discussion of the proposed changes more than ever. Jump in and participate in CT2 and share your feedback!
Ź: Portal EU