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Idea on how to REALLY fix the spgs?

Дата: 12.04.2021 04:28:30
Draschel: Yes, they aren't being aggressive and dynamic. They are being -too- aggressive, and -too- dynamic. The super heavy tanks are cowering in fear in hard cover, TDs are using draw distances. So its the too aggressive guys, getting punished Arty should not be penetrating armor. Maybe few examples, like Hellcat or Grille or SU130PM. Arty needs its current ability to penetrate, severely diminished. It needs its ability to damage, reduced. But in doing so, remaining true to support, artillery still needs to be able to cause some and consistent damage  -  to make there a point in it. You cannot just be 100%, there needs to be some rigidity, some lethality.  -Insert Battle mechanics HE formula right here because it doesn't link- This adjacent nominal damage modifier, 0.5 needs to be changed to 0.25, 0.30, 0.35. Have testing periods like a Sandbox, to determine a suitable coefficient. Spall liner needs to be re-done totally to actually make it worthwhile, not in its current mechanical form. Spall liner functions quite differently than most believe, and I don't think it is useful at all except maybe for arty sponges to reduce crew deaths, rather than HE protection. If you wish to learn more of it, check out DezG's spall liner video. This reduces HE damage. However, the next part to keep them still relevant, to make them clutch and consistent, to remove extremes:Add minimum damage guarantees as arbitrary effect. No different than a tonne of other arbitrary min-max rules WG already has running. Add minimum damage guarantees to blast radius, setup in quadrants from explosion furthest point to epicenter, to thermosphere of explosion, to littoral zone of explosion, to directly adjacent within 1m, to direct hit. Say 2% 5% 10% 15%. This removes annoying  0  damage rolls, and keeps artillery relevant. This is a big boon to things like FV304 or Bat Chart SPGs, that have extremely difficult time dealing damage even with direct strikes. At the same time, the point before reduces the damages of things like GWE, Conqueror GC, T92, S51 I have done things I hate in my life for a long time. There isn't anything wrong with it. I am a professional. I value results. Nothing was unsubstantiated. You were provided examples. But if you want more, go to Vehicle Rating, over monthly posting, and see all the top artillery players. A common trend is clearly seen. Good still mroe or less lead, leaderboard. But in comparison to their actual tanks, their SPGs are quite poor.I look at considerable bad, 3-4-5K PR players, their SPG scores are very close if not meet or exceed their tank scores.  Yes, that is why I said, 4.5k. As their combined average. But you aren't taking into account sum of parts, but are again focusing on a part. You can average 3K for 1 week, than 5.5 k the next. That is why everyone great player values consistency No arty of yours currently matter, nor do they provide a specified effective grasp of what artillery limitations, capabilities. Simply put, they are elementary. SU5 and Bison for example have high burst radius for low tier, but are short ranged. No experience against turbo-mode armored cars (T8-) No experience of extra long reload rates, SU5 or Bison, the low tier high powered artillery, still fire 1+ rd/min more than highest DPM high tier artillery, Bat Chat 58. You don't have a good understanding of it. And needless to say, it is hard to take it seriously when someone says such a thing, that loiters beneath tier V and in SA. I mean, my opinion start to change, if you even attempted tier V. Because SU122, M41, Grille truly mimic actual heavy artillery.           

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