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Sandbox 2021: Changes to SPGs

Дата: 09.03.2021 17:08:38
View PostSaronus, on 09 March 2021 - 10:27 AM, said: Im ngl but this sure does look interesting, heres hoping you do it right 

Dwigt: Arty were always shooting tanks, we're trying to 
We're adding a new AP type of shells but with some adjustments.  

View PostSlyMeerkat, on 09 March 2021 - 10:29 AM, said: So WG wants to remove arty from MM but can't do that and they decided to nerf it to the ground so players will stop play whit it... 1. Shell trace so bright is absolutely nonsense! :facepalm: 2. Indicator where shell is gonna land one more nonsense! :facepalm::facepalm: 3. Less stun duration, do U know there is campaign missions that count stun time?!  4. Making 3 types of shells - U didn't learn anything from last ammo change on sand box, did U? :justwait: 5. "More tactical options"? What are those options for arty pls tell me??? :child: In such fast games, thanking to U'r broken MM, arty now have problems to make enough dmg, and after this "improvement"  players will be forced to stop play with arty. U force ppl to play arty by campaign missions, daily missions with 7 or more critical hits and now u making arty impossible to play... Will try SandBox, again, but I think I will not get Survey - just I didn't get it for previous 2 SandBox-s :trollface:

Dwigt: Glad to hear that, make sure let us know what you think of the changes after you try them! 

View Postritam_nereda, on 09 March 2021 - 11:18 AM, said: Bad news  There is a illegal mod which exactly does this. With this become standart slow arty will die in a second. And not every map you can leave that zone.

Dwigt: No we don't want to remove SPGs from the MM and we don't want to nerf/kill the entire class.Why do you think the shell tracer and the indicators are nonsense? One of the main issues and major complains for non-SPG players is that they can not predict arty shells, can't find a good cover. You had to rely on other players to call being hit by SPG shells.Those markers will provide you with more info now and allow you predict and plan your movements. Need to remind you that this is still on sandbox. All other aspects such as personal campaign SPG missions will be reviewed only if we decide to continue with the changes. 

View Postsergeantbly, on 09 March 2021 - 11:20 AM, said: yes, its a bad news for arty. Essentially, instead of aiming at tanks, arty first should counter enemy arty. So... missing first 3 minutes of the game playing cat and mouse. 10:24 Added after 1 minute though, unlike crew 2.0 I totally expect 70% approval for this one. And this time I might actually even believe the numbers.

Dwigt:  

View Postvixu, on 09 March 2021 - 11:23 AM, said: So from this part of the breakdown-     Counteracting SPGs While it is possible to try to predict the direction of potential incoming SPG damage, it can be a difficult task, even for the most experienced players. To help commanders avoid artillery fire, we would like to provide you with the following information, which will: help you understand where exactly SPGs are shooting at during the battle alert you when an SPG has fired a shot at you help you better understand where the SPGs are shooting from and where to find cover from their fire. Let's start from the top.   You telling me from that certain elements in this game ie the whiners don't understand how this ingame feature works-   shot_044.jpg   I use that and know where the arty is all the time.......

Dwigt: though, unlike crew 2.0 I totally expect 70% approval for this one. And this time I might actually even believe the numbers. The tracer will not reveal the exact location of the SPG. It will give you a rough estimate on their location. Best way to discover the change is to head over to the server and see how the shells will appear in the sky.And if you think that SPGs on both team will have to counter each others now, wouldn't that be a good thing for heavy tanks to reach better positions? 

View PostReaper13sa, on 09 March 2021 - 11:47 AM, said: Wait what its wrong with you wg now it come to my attention        this initution skill related to (S)crew 2.0  I Know from the start its a excuse to let it  (S)crew 2.0 pass.

Dwigt: The indicator works differently here.If you're in the splash radius and have the sound detection perk you will get the yellow indicator telling you that an enemy SPG just fired in your direction 

View Postsergeantbly, on 09 March 2021 - 11:57 AM, said: Honestly, none of these changes sound like they'll help heavy, slow moving targets one bit. They can't dodge anything in a shell's flight time, and they'll still be hammered to pieces the moment they get spotted.   Instead, with smaller splashes etc it'll be even harder than currently to hit medium and light tanks, or anything moving at a decent clip. Because nobody wants to whiff on their once-every-40-seconds shots, arty won't even bother trying until they have to, so they'll just shell exposed heavies and slow targets even more than before.   The real way to fix arty? Limit it to 1 per team. Maybe 2 in rare situations. Never 3.

Dwigt: Totally unrelated, we're testing different concepts on different sandbox. You will have the current version of Crews on the SPG sandbox. 

View Postsoralapio, on 09 March 2021 - 12:30 PM, said: Why are you overcomplicating EVERYTHING??? Start by restricting number of arty per team to 1 and nerf some lower tier ones (m44). Then worry bout this sort of thing.

Dwigt:  

View PostxB33, on 09 March 2021 - 02:29 PM, said: No mention of reducing the number of arty per team in a battle.   So I ain't even going to test this garbage.   Wargaming, when are you going to realize, that the only way to balance arty is to reduce it to 1 or 2 per side. Preferably just 1 per side. We don't need all these useless changes that will just nerf arty to the ground and allow them to be taken out of the battle easily.

Dwigt:  

View PostSmegTheNoob, on 09 March 2021 - 03:12 PM, said:

Dwigt:  Limiting SPGs to 1 or 2 per battle is not going to fix the problem and according to our internal testing and calculations it will drastically increase the queue times for everyone especially for the SPG players. It may sound like an obvious solution but practically it wouldn't work.We want to improve the overall gameplay for SPG and non-SPG players by making arties a more interesting and interactive. Slow heavies might still get targeted but with more indicators and info on the screen they will be able to predict where and when the enemy SPG fired. 

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