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.
Idea on how to REALLY fix the spgs?