Sandbox 2021: Changes to SPGs
Дата: 09.03.2021 17:08:38
Saronus, 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.
We're adding a new AP type of shells but with some adjustments.
SlyMeerkat, 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! Dwigt: Glad to hear that, make sure let us know what you think of the
changes after you try them!
ritam_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.
sergeantbly, 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:
vixu, 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- 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?
Reaper13sa, 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
sergeantbly, 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.
soralapio, 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:
xB33, 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:
SmegTheNoob, 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.
Sandbox 2021: Changes to SPGs














