This year, we've been designing and implementing a new tank balance approach. As a result, systemic balance changes on Tiers V–VII were made. We've evaluated the outcome of those changes, seen them working properly and decided to apply the same method at Tiers VIII–X. Now, it's time to share some details and explain how everything works.
The thing is, we compare tank parameters and change them depending on certain vehicle's gameplay role. Currently, we're using the following pool of parameters (so called benchmarks):
- HP count;
- Overall protection or effective armor cross-section (is defined by minimum armor surface area in m² certain shells can penetrate);
- Fire power;
- Single shot damage;
- Standard shell penetration;
- Gun dispersion;
- Aiming time;
- Max speed;
- Power-to-weight ratio;
- Traverse speed;
- View range.
Every tank has its own gameplay role (used internally) which depends on a vehicle type and its key characteristics:
- Devastator (causes huge damage in a short period of time);
- Dreadnaught (blocks and absorbs damage);
- Stormtrooper (first-line heavy);
- Cavalry (maneuverable tank, effective in flanking);
- Sniper (shoots from long distance and keeps that distance);
- Close assault (heavy with weaker armor but more accurate gun than in a Stormtrooper);
- Close support (well-armored TD, fights in short distance);
- Long support (ambush TD with an accurate gun and no armor);
- Half-heavy (Cavalry/Stormtrooper hybrid, less mobile than Cavalry and has lower firepower than a Stormtrooper);
- Scout (fast tank with low armor protection, provides initial spotting).
There are vital benchmarks for every gameplay role we focus on primarily. For example, a Dreadnought needs enough HP and small penetrable area, Sniper's efficiency depends on penetration, accuracy, and aiming time. While comparing tanks within certain gameplay roles, we pay attention on benchmark fluctuations. If a certain parameter deviates from the range, we adjust it appropriately.
This approach also works for new tech lines. Considering the desired gameplay features of those new tanks, we set their parameters according to benchmark range.
What happened to the good old balance charts? At the moment, we don't plan to share them since those data are no longer determinant when the decisions are made. However, we're studying other options to provide visual representations of vehicle battle efficiency and balance characteristics for you.