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Upcoming balance adjustments


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RibbleStripe #521 Posted 17 May 2018 - 09:44 AM

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View PostOicraftian, on 15 May 2018 - 03:44 PM, said:

@Ribble

Are you going to make the SU-100M1 less able to burn through credits? Ever?

I don't think there is a single tier 7 in this entire game that will lose credits as fast as an SU-100M1. There is a tier 8 that burns slightly faster, the RU-251. But the SU100M1's running cost is between a tier 8 and a tier 9.

Perhaps, decreasing ammunition cost to something more reasonable?

 

SU-100M1 has relative to other tier 7 vehicles incomes and expenses ratio. And any vehicle can become too costly due to individual playstyle.
We don't see any SU-100M1 deviations.

 


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RibbleStripe #522 Posted 17 May 2018 - 09:53 AM

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View Posttherealrattler, on 16 May 2018 - 12:31 AM, said:

A few other Q's about tanks that need buffs...
-T28: What is the point of this tank? U get a middle-of-the-line gun, worst in tier flexibility and mobility, and useless armour. "But wait a second, isn't the front of the t28 nearly impenatrable?". Well, not really, Johnny. You have two, easy hits on top of the flat roof if you can aim. If you don't have the skill to do that, load prammo, and fire at the upper plate(very flammable(:). If you still can't do either of these, to shoot the sides as they are paper thin and can even be overmatched in some cases. Please help this P.O.S. Not to mention, it's side and rear armour is 50 mm- FLAT. HE magnet. And just as one extra middle finger to the t28 it gets a whopping 5° of gd, with only a 20° gun arc. Please tell me what this tanks purpose is.

-Griller
Simple, give it proper camo

-Gun carrier?

 

T28 prepares you for T95 ) That's the purpose.
However we'll take a look at it during next update.
 


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RibbleStripe #523 Posted 17 May 2018 - 09:55 AM

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View Postwannabeunicum, on 16 May 2018 - 03:26 AM, said:

 

I agree those vehicles getting buffs are stupid.

 

But I still wonder why the vk45a overperforms.

I have never heard a person call it OP and I would say 60-75 percent of players don't like it and 25 percent things its average

 

Who said 4502 overperforms? It's totally fine, but not OP.
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RibbleStripe #524 Posted 17 May 2018 - 10:48 AM

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View PostOicraftian, on 16 May 2018 - 05:36 PM, said:

What information to you have regarding the tier 7/8/9 on the Soviet Object 263 tree? Pertaining to in game performance?

 

Do they require improvement? Is the difference relatively minor?

Is average player performance (in other vehicles) taken into account when you are balancing a vehicle?

 

Tier 8 and 9 require... But we are not sure about the way to improve them.
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RibbleStripe #525 Posted 17 May 2018 - 10:51 AM

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View PostRoadKutter, on 16 May 2018 - 11:08 PM, said:

So I have this question for our Mods. The Bonus Crates in game, what is the drop ratio for those? Since during events one of the many crrencies required it tied to them I bet some people spend gold. Should you not disclose our chances for that side of the virtual casino as well?

 

View PostDan_Deerso, on 16 May 2018 - 11:29 PM, said:

 

I think that the wording of Apple's policy says that they have to disclose the odds for the "Straight cash cost" crates, but not the "In-game currency" crates. 

 

Exactly. We totally follow Apple'c policy.
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RibbleStripe #526 Posted 17 May 2018 - 11:05 AM

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Here come future buffs.

 

STB-1 - aiming time and dispersion.

 

E50M - reload and aiming time.

 

WZ-120 - reload time for 122 mm gun.

 

T49 - aiming time and dispersion for 90 mm gun.

 

AMX 13 90 - mobility and dispersion of turret/hull movement.

 

M 41 90 - aiming time and dispersion.


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therealrattler #527 Posted 17 May 2018 - 11:21 AM

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View PostRibbleStripe, on 17 May 2018 - 09:53 AM, said:

 

T28 prepares you for T95 ) That's the purpose.
However we'll take a look at it during next update.
 

I mean at least remove those two puss-pocket-like hatches that basically defeat the whole purpose of it being "Frontline".



therealrattler #528 Posted 17 May 2018 - 11:23 AM

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View PostRibbleStripe, on 17 May 2018 - 11:05 AM, said:

Here come future buffs.

 

STB-1 - aiming time and dispersion.

 

E50M - reload and aiming time.

 

WZ-120 - reload time for 122 mm gun.

 

T49 - aiming time and dispersion for 90 mm gun.

 

AMX 13 90 - mobility and dispersion of turret/hull movement.

 

M 41 90 - aiming time and dispersion.

Everything seems very good except the Stb 1. I'm not upset that it's gonna be buffed. I'm just curious as to why you did it.



MERKAVA_MBTS #529 Posted 17 May 2018 - 01:24 PM

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View PostRibbleStripe, on 17 May 2018 - 11:05 AM, said:

Here come future buffs.

 

STB-1 - aiming time and dispersion.

 

E50M - reload and aiming time.

 

WZ-120 - reload time for 122 mm gun.

 

T49 - aiming time and dispersion for 90 mm gun.

 

AMX 13 90 - mobility and dispersion of turret/hull movement.

 

M 41 90 - aiming time and dispersion.

E50M was good once upon thetime. Now it got power creeped, with a bunch of lines that came up

 

any news on which patch these buffs will come ? 



therealrattler #530 Posted 17 May 2018 - 01:34 PM

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View PostMERKAVA_MBTS, on 17 May 2018 - 01:24 PM, said:

E50M was good once upon thetime. Now it got power creeped, with a bunch of lines that came up

 

any news on which patch these buffs will come ? 

5.1



ahredstealth #531 Posted 17 May 2018 - 04:52 PM

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View PostRibbleStripe, on 17 May 2018 - 05:05 AM, said:

Here come future buffs.

 

STB-1 - aiming time and dispersion.

 

E50M - reload and aiming time.

 

WZ-120 - reload time for 122 mm gun.

 

T49 - aiming time and dispersion for 90 mm gun.

 

AMX 13 90 - mobility and dispersion of turret/hull movement.

 

M 41 90 - aiming time and dispersion.

 

Any word on the Panther M/10?  Or just a confirmation that you guys think it performs just fine?

Today I went to the bathroom and forgot my phone.

 

There are 256 tiles in the bathroom...


j0nn0 #532 Posted 17 May 2018 - 04:53 PM

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Ooh, the 50M buff will be nice. Hadn’t played that tank in about half a year, but I remember ramming everything in sight if the opportunity presented itself.

Sometimes, you just gotta sit back and watch them all burn. Don't forget to bring popcorn. You're going to need a snack.


Oicraftian #533 Posted 17 May 2018 - 04:55 PM

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View PostRibbleStripe, on 17 May 2018 - 09:44 AM, said:

 

SU-100M1 has relative to other tier 7 vehicles incomes and expenses ratio. And any vehicle can become too costly due to individual playstyle.
We don't see any SU-100M1 deviations.

 

Strange. I seem to lose credits in the SU-100M1, but gain them in the SU-101. Seemingly a product of a disproportionately high ammunition cost in the former.

View PostRibbleStripe, on 17 May 2018 - 10:48 AM, said:

 

Tier 8 and 9 require... But we are not sure about the way to improve them.

If I may be so humble to suggest a series of improvements, for consideration upon the tier 8 machine. Similar such changes may be affected upon the tier 9, but I doubt it needs a faster rate of fire, where the tier 8 struggles with the damage output, and it's quantity of damage.

Though I would rather the tier 8 & 9 keep it's rather high skill floor. As you know, low difficulty machines tend towards a less nuanced game, more able to repeat the exact same method of damage out put repeatedly, until the game ends, or they die.

 

Too Long Didn't Read version:

Firepower:

  1. From (0.19/0.19/0.12) to (0.14/0.14/0.1) bloom, a major improvement to maneuvering, and firing. I believe it justified, if it is to keep a theme of "I trade power for a little bit of W, X, Y, Z"
  2. +0.55 RPM (5.21 --> 5.76), or slightly more, it is true it should trade some power, but it's penalty is much too harsh
  3. From (0.345) to (0.32) accuracy, as a recognition that it will probably have to stay rather far away, and poke the enemy team with it's rather large gun, incessantly, until they all die.
  4. Horizontal gun arc increased to 8.5*/8.5*, to improve target tracking.

 

Mobility:

  1. (1/1.2/1.7) improved to (0.8/1.1/1.7) or (0.9/1.1/1.7) to improve agility, such that it is more of a mobile machine

 

Survival Ability:

  1. Improve camouflage slightly

 

 

Introduction

Currently (perhaps for some time now), the SU-101 is widely regarded, as a poor machine for it's level, tier 8. Not for cause of an inappropriate method of play (a similar such machine exists), but simply in a lack of capacity within such specialization, with great compromise to achieve little. I will constrast to a similar tank destroyer, the German Jagd Panther II, for an understanding of the SU-101's situation, for the benefit of those who have no knowledge of it.

At the moment the Jagd Panther II has superiority in accuracy, movement dispersion, and vastly outclasses the SU-101 in raw firepower. If the SU-101 vastly exceeded the JPanther II in a similar way, then it would be fine. But it also extends to the guns arc, on horizontal and vertical aspects. This is not something the SU-101 ever manages to recover from, because it doesn't vastly exceed the JPanther II in anything other than camouflage. A feature already significantly compromised, by a limited arc of gun travel, both vertically, and horizontally.

It may even be said the Jagd Panther II may make better use of it's camouflage, simply because of the gun arc.

 

Firepower

Improving the situation in a manner desirable, I believe the following changes must be made to the tanks firepower, and shot effectiveness characteristics:

  1. Rate of fire improved to match, or slightly exceed the Jagd Panther II, such as 5.76 or 6 rounds per minute to make up for a 40 damage gulf and base damage. I find the former figure, a better fit.
  2. Gun bloom characteristic improved to 0.14/0.14/0.1 , to reduce the aiming period. As the SU-101 is likely to find it's limited gun depression and arc, as a rather awkward scenario, at short ranges, it's limited durability could be compensated by having a very rapid aiming period. Additionally, it is not a situation which may cause opposing players, great grief (when struck), for the gun does not devastate their machine in a single blow, allowing them opportunity, for an effective counter play, and many further tactical options.
  3. Horizontal gun traverse changed from 7*/7*, to 8.5*/8.5*
  4. The accuracy will improve, to follow the theme, to a figure of 0.32, shedding 0.025 dispersion, a nearly 10% improvement.

This category is a massive increase in firepower. An increase of 231 base damage per minute, keeps it behind it's counterpart, and yet, increases the damage per minute, in such a way, that is to operate in perfect synergy with the other such changes.

 

Admittedly, my lack of experience in the Jagd Panther II, has made me wary of adding more damage per minute to the SU-101. But if the accuracy increase is truly to be so substantial, I have little doubt in my mind, that the limited imagined increase to damage per minute is fair.

 

Agility

In the category of agility, to further support it's specialization, I suggest the following changes:
  1. Ground resistance statistics to (0.8/1.1/1.7), or (0.9/1.1/1.7)

or

  1. Increased ground traverse rate, to perhaps, a basic number of 48-52 degrees per second

 

Survival ability

The most important part of the "surviving" to be done in World Of Tanks, is simply not to be shot at. To not be shot at, you may use a barrier, or most desirable, simply not be seen. In a machine where it's attempts to fire on it's foes are already somewhat clumsy, and it's survival ability, rather poor. Improving the camouflage by integer percentage points, to match with the ever growing view ranges present, would be marvelous.

Though on many, more closed maps, it will have little affect.

 

A slight increase in agility, will no doubt be welcome for this tank destroyer, and a far cry from excess. It has substantial difficulty against fast machines, which it lacks both the ability to keep away, for it's short ranged performance, is rather uncomfortable.
The challenge of simply pointing the gun down is already present, if I may at least point it in the direction, within the horizontal plane, it would be excellent.
 
Conclusion
The whole point of these changes is to draw the vehicle into a better "ambush" machine. Better able to remain hidden, apply damage, while also improving it's ability to operate independently, to compensate for an inferiority in firepower. The gun handling improvement, will allow it to better survive when spotted, in an effort to make up for the relative awkwardness, being almost duck footed, when playing on a map such as Dynasty Pearl, or Himmelsdorf, and it's relative inferiority to the Jpanther II, in the damage output role.

Edited by Oicraftian, 17 May 2018 - 05:22 PM.

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Oicraftian #534 Posted 17 May 2018 - 04:58 PM

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View Posttherealrattler, on 17 May 2018 - 11:23 AM, said:

Everything seems very good except the Stb 1. I'm not upset that it's gonna be buffed. I'm just curious as to why you did it.

 

Because the STB-1 is completely outclassed by the Patton, and thus endures rather limited use, and unlike on PC, lacks the trap card, called 

Spoiler

 

 

To improve the gun handling characteristics, allows it to employ a rather essential equipment for a tier 10 medium (super charge), instead of spending time trying to rectify a somewhat famously poor accuracy, for a medium tank. More than one person currently uses gun laying drive, simply because the vehicle cannot be trusted to strike a target, without being almost completely aimed in. Though I am still suspicious of it's accuracy even then. Which is contrary to it's armor (or lack thereof) scheme.

 

 

If it really wants to be Patton level however, it will have to do more than just that (ie, DPM or view range). It appears however, that the accuracy changes will be something to truly bring it to the fore front.


Edited by Oicraftian, 17 May 2018 - 05:08 PM.

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Chariot_Solace #535 Posted 17 May 2018 - 11:05 PM

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People ask about bringing the GUP tanks back a lot but I was wondering if you guys might plan on introducing any additional ones? For example a GuP Panther with stock turret and gun at tier 6 which would basically be a VK 30.02 M with slightly better hull armor. That is essentially what the Kuro Mori Mine is compared to the VK 36.01H. That way people get to play the famous Panther in its true form (without the ahistorical modules) in its intended environment fighting against Shermans and T-34s. Wether you’re a fan of the show or not (I’m not), these are historical tanks that fit into the game nicely. This would be an excellent addition that would boost interest in the game imo.

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wannabeunicum #536 Posted 17 May 2018 - 11:15 PM

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View PostRibbleStripe, on 17 May 2018 - 09:55 AM, said:

 

Who said 4502 overperforms? It's totally fine, but not OP.

I mean overperforms player expectations in the ststs. Most people think it's a bad tank and need some buffs



wannabeunicum #537 Posted 17 May 2018 - 11:17 PM

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View PostRibbleStripe, on 17 May 2018 - 10:48 AM, said:

 

Tier 8 and 9 require... But we are not sure about the way to improve them.

 

 

Give the nine better gun handling and the 8 better dpm imo



Oicraftian #538 Posted 18 May 2018 - 02:37 AM

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View Postwannabeunicum, on 17 May 2018 - 11:17 PM, said:

 

 

Give the nine better gun handling and the 8 better dpm imo

 

the 8/9 have more fundamental problems than poor DPM, and insufficient firing opportunities respectively.

 

And my posted change idea, should bring her to being among the best of tier 8


Edited by Oicraftian, 18 May 2018 - 02:50 PM.

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BrickSniper33A #539 Posted 18 May 2018 - 08:05 AM

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Ribble, I just had a draw in my AMX 40 I was stock grinding on another account. I basically carried a 1v6, my hands were sweaty and shaking by the end because I was on 6 kills, going for my 7th. But when I found the last guy alive, he was camping on one of the bridges on Lost Temple, hadn't moved, or fired, all game, and I found him 10 seconds to end-game, on full health. 

 

Needless to say, I lost out on my well-deserved 7th kill, because the game timed out.

 

I know that because the majority of the playerbase is retarded it wouldn't do much good for most, but could you maybe ask the Devs about elongating the battle timer to 8 minutes? For those of us that can hold our own, it would be a very helpful change, since most of us here know what it feels like to lose that massive carry, either because the timer flat out timed out, or because we had to make a hasty and foolhardy move due to the time. 


Edited by BrickSniper33A, 18 May 2018 - 08:06 AM.

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Sturmgeschutz1 #540 Posted 18 May 2018 - 04:21 PM

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Something that needs improvement is the current versions of the Leopard family class of tanks. The way paper thin armor on current versions is outdated. We can have “Fakehammer” incorporated into the game but not any real improvements on tanks that really need it. Sure, the Leo Prototype and Leo 1 hit ok but it’s a joke for anything beyond mid range team support. I’ve killed 4 in one battle with it but had to remain stand-offish to accomplish the feat. Bring in Leopard 5A2 as it’s designed and let’s see how things are. There is no balancing excuses, but mere greatly known fear of what it will do to challenge and cancel selected preferred era tanks on the battlefields. What ... wotb..., not willing to chance it? Let see what you all are really made of. 




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