HeroOfTheLostCause, on 25 June 2021 - 08:35 AM, said: I am sorry, but this is a poor excuse. In the Frontline
mode, arties accepted the longer queues and MM also worked there.
According to the feedbacks in this forum (which is closely
monitored by you) it could have been a compromise between
arty-haters and arty-fans. Almost everyone agreed in limiting the
number of SPGs per team. Even one SPG per team seemed acceptable.
Returning to the current changes of SPG. Since I
left the Random Battles, I have no direct experience. Based on
various feedbacks from my friends, my understanding is as follows.
(Please feel free to correct me if I am wrong) The first
shell has normal trajectory, splash radius and stun with
significantly lowered effective damage. The second shell has
lowered trajectory, smaller splash radius with modul and crew
damage, and somewhat lowered effective damage. The third shell
can only be used for a last shot in close
combat. As a result, SPG is becoming increasingly map
and RNG dependent, since the second shell is not efficient, if
there are the smaller slopes of a hill or the lowest covers. Random
Battles become gambling for arty. SPG can be somewhat efficient
only if a suitable map is chosen (CW).
Dwigt: Frontline mode has a different MM and more players in a
battle. Same for other modes.Iit is a compromise and that you
will never manage to please everyone and I'm not talking only in
WoT but in general

Yes SPG shells have different
trajectories. Feel free to check
this video and
see what was changed. But yes SPGs have 3 shells to choose from
with different use, trajectories and damage. The reason why we did
that is to lower the stun time that annoyed players. In the past
you could deal damage, injure crew, damage module and stun in 1
shell. The second reason is to offer the SPG players a bit more
variety in their playstyle. Random battles are randoms
for almost everyone IMO not just for SPGs but I'm interested in why
you feel that way.
pseudodespot, on 25 June 2021 - 09:52 AM, said: Due to the changes to HE I quit this game.
Dwigt: I'm interested to know why you hate the changes?
Cowboy974, on 25 June 2021 - 10:30 AM, said: -The community just want one or two Arta max per game , and you did
an arta rework, nice.... -The community just want a rework of
premium shell , and you did an HE reword nice .... -The community
want some balanced map and you did new map nice.... The
communtiy can talk to a wall and havind a better
response
Dwigt: We are always rebalancing maps (and tanks) whenever we have an
opportunity.Limiting SPGs could have other consequences on the game
as I previously said. The obvious solutions are not
always the right ones, especially when you don't have the full
scope and perspectives.However, if we are trying to find
alternatives ways, we never said that we are never trying or
testing your suggestions.
reesku, on 25 June 2021 - 10:33 AM, said: A little offtopic, but since you provide such detailed
numbers, how much positive feedback was there before introducing
EBRs into the game? Above 2%?

Yes, from time to time developers
listen to complains, if they're overwhelming and not affect
company's potential income too much, then potential changes are
being canceled. But if there's significant money to be earned then
gameplay and players satisfaction doesn't matter anymore. I could
even understand if the company would say it straight, but coming up
with ridiculous excuses is disrespectful. Like for example people
complaining about EBR's breaking games, and developers come out and
say that according to their excel statistics EBR's on average
survive in the game and deal as much damage as other light tanks,
so essentially they're the same as other lights... Regarding
current update from the perspective of lightly armored tanks not
much changed, arty can still deal too much damage. Improved shell
tracing is nice to locate where arty is, and looks awesome, but
can't protect you from getting hit, when you see it you have under
1second to react and no tanks except broken cars can accelerate so
fast to avoid the shell. Circles on the minimap after the hits are
nice to know that arty just shot and where it's looking, so there
are some minor improvements. Arty players tears on the forum
are sweet as honey though, so all in all this patch is positive
one, thank you.

Dwigt: Unfortunately I was not there when EBRs were introduced but I
can tell you that our communication with the community has improved
over the years. We have access and are allowed to share ore details
with you now which is healthy to our communication and game
development. Yes Wargaming is still a company and companies want to
make profits but it is not always the case especially in the
video game industry (I am not hinting or discussing any details or
cases) where the customer satisfaction is very important since
competition is very high because of the nature of the product
itself. Back to the question, EBRs, just like any other
tank have a pick rate, players that enjoy playing them. We can not
kill the class or remove the entire line but there are always
solutions that will satisfy everyone. Regarding your feedback
on the SPG changes, yes SPG are still viable, the tracer gives you
additional info but does not reveal the exact location. The update
is still new and players will get used to those new additions and
how to deal with them and maybe SPGs focus will shift after those
core changes and the overall gameplay will be better;