[Sandbox] High-Explosive Shells Revision: Join the Testing!
Дата: 25.10.2019 11:13:07
Zapfhan: Hello fellow tankers On October 25, another small update will
be released on the Sandbox server. In the past period, we have
collected the statistical data for HE shells with different
efficiency settings, from the highest to the lowest possible
values. Today, there will be released the micropatch, where we
will test the updated mechanics of averaged HE shells
settings values, compared to ones from the previous Sandbox
iterations. What will be released today? Today, we will
continue testing with updated settings of mechanics of causing
damage, and with reduced damage per shot values of HE shells. Here
is what will be changed: After the first iteration, we
increased the damage by 75%. The HE shells with such settings have
demonstrated excessive efficiency. Thus, when comparing the new
values with the ones from the first iteration, the damage per shot
value has increased by 40% in the current
iteration. The splash damage to armor
will be reduced by approximately 20% as compared to the second
testing iteration. There will be reduced the damage, caused
by armor spalling. In the current iteration, this damage will be
reduced by approximately 30–35%. There will be reduced the
damage within the burst radius. In the current iteration, the
damage value on the edge of splash will be 0.2 (0.1 in the first
and 0.5 in the second iteration). In addition, there will be
changed the dependency of damage drop-off from distance to
explosion—the damage drop-off will be more even with respect to the
new extreme value. To achieve the collection of pure
statistical data, we will remove the improved HE shells for USA
light tanks and Japanese heavy tanks. THIS IS NOT A BALANCE
MEASURE, and we are not trying to remove this type of shells
forever: within the testing, we are adjusting the efficiency of
standard HE shells in the first place. Only then, based on their
settings, we are planning to change the improved HE shells. During
testing, the improved HE shells of these vehicles were used
excessively often; we collected the data on these shells and leave
only the standard HE shells to achieve pure data collection.
Why do we change the damage per shot
value? We continue searching for the best suitable ratio of
damage caused by HE shells, their efficiency for situational use in
battles and the extent of their use in battles. We used the HE
shells with low efficiency during the first tests,
and used the HE shells with considerably higher efficiency
during the second test. This resulted in their
considerable extensive use in battles. And we think that HE
shells demonstrated excessive efficiency during the second testing
iteration: we consider it the threshold value and will
not test higher values. At the moment, we are working on the
midpoint solution based on the previous iterations.
What about changes in the mechanics of causing
damage? It presents a pinpoint changing of
mechanics, that works in the same way as reduction of damage per
shot: we correct causing damage with HE shells for vehicles with
different armor. Changes in splash damage will affect all vehicles
but will be most noticeable to vehicles with weak armor. The
mechanics of causing damage with armor spalling will be also
applied to all vehicles but will have the strongest effect on
medium and heavy armored vehicles. Changes to distribution of
damage within the shell burst radius—with introduction of the new
setting, the external modules will be damaged in the areas
that are closer to the shell burst point. This will reduce the
number of cases, when firing at turret results in damaging of
tracks. What did we learn during testing? Thanks
to your feedback and statistical data, we made sure the mechanics
works without technical issues: there have been detected and fixed
several bugs. Now, the result of firing with a HE shell
has become more predictable and firing at vulnerable
spots of vehicles provides predictable
result. I.e. players have the idea of the
approximate amount of potential damage when firing at the specific
spot, and this amount of damage will be predictably higher
when firing at a vulnerable spot of a vehicle. Which means
that we have to find out the correct values for HE shells
settings. In addition, your feedback provided the clear idea,
that a part of vehicles, that fire with HE shells due to their
specific gameplay, are important for players. And we take into
account this idea in the process of development of separate
and individual changes to such vehicles. What's
next? We offer all players to join the Sandbox testing or
continue it. In the nearest future, we will continue collecting the
statistical data and release additional changes to
HE shells settings and mechanics for causing damage. Each
change will approach the HE shells settings to their final values.
Consequently, the gameplay for HE shells will gradually become
closer to the one we are expecting on live servers. These are the
settings, the players' feedback on which is of particular
interest to us. By collecting data and your feedback on
the changes, we will be able to make the next step towards our
goal—the complete reworking of HE shells mechanics. And your
feedback presents the key aspect of making decision on the future
changes.
[Sandbox] High-Explosive Shells Revision: Join the Testing!














