First Iteration of Changes
Player feedback and analysis of the actions of players in battle has allowed us to get a good picture of what is going on and to understand the strengths and weaknesses of the decisions we took earlier. As a result, we have prepared a list of changes that are aimed at improving the gameplay that was originally conceived for Sandbox. The changes are systemic and directed more toward improving the interaction between vehicles that play different roles, rather than toward balancing specific vehicles.
SPGs
SPGs were changed drastically. Also, the following two tanks destroyers underwent reconfiguration: the FV215b (183) and the FV4005 Stage II. SPGs The SPGs on Sandbox behave drastically different from the live server. The new set of mechanics and wide selection of customization options allow players to look at SPGs from different perspectives. We are striving to remake the SPG into a vehicle type that will be both in demand by players and, at the same time, will not be too much of a pain to fight against. This is a difficult task, which calls for many more iterations of testing to verify a number of hypotheses.
Having analysed the feedback and battle statistics on the Sandbox, we identified the issue where a hit by an SPG shell impacts the characteristics of the target vehicle too much. We addressed this issue in a complex manner and not only overhauled the mechanism of receiving damage from stun, but also changed the duration of stun and the degree to which it affects the vehicle’s characteristics.
- Slightly changed the hit areas for causing damage and stuns: now they are equal (they could differ before by 5–10%).
- Changed how stun affects the vehicle’s characteristics. Now, stuns affect turret traverse speed, reload time, and aiming time about 25% less.
- Now the degree to which stuns affect the vehicle’s characteristics slightly depends on the damage that the vehicle received (the less the damage, the less severe the stun).
- Depending on the vehicle, the time of stun has been reduced by 10–30% both upon splash and direct hits.
- The characteristics of the Object 261, which was extremely effective at its tier, were changed to improve the balance between different SPGs:
- Aiming time of the 180 mm B-1-P gun changed from 4.5 s to 5 s.
- Dispersion on barrel move of the 180 mm B-1-P gun increased by 10%.
- We have significantly increased the dispersion after a shot of the Bat.-Châtillon 155 58 Canon de 155 mm gun because this SPG could keep a vehicle stunned for a long time with consecutive shots.
Scouts
(Ru 251, T49, T-54 ltwt.)
Decreased the excessive maneuverability that caused discomfort when driving a vehicle. Slightly improved acceleration dynamics. In general, driving a scout vehicle will be more comfortable without any loss of effectiveness in battle.
- Decreased the coefficients upon turning on all types of terrain.
- Improved acceleration dynamics.
- Maximum forward speed of the T49 changed to 75 km/h.
- Maximum forward speed of the T-54 ltwt. changed to 75 km/h.
Assault
(IS-7, 113, T110E5)
Players often noticed that assault vehicles could not perform any quick maneuvers. In the first iteration of the Sandbox, the maneuverability of assault vehicles was decreased to make their gameplay different from that of cavalry vehicles. Generally, this task was accomplished; however, not everyone liked the scope of changes. We have taken the decision to find a balance of vehicle states between that as seen in 9.15 and Sandbox.
- IS-7:
- Suspension traverse speed changed from 17 to 23 deg/s.
- Turret traverse speed changed from 17 to 20 deg/s.
- 113:
- Suspension traverse speed changed from 27 to 30 deg/s.
- Turret traverse speed changed from 20 to 23 deg/s.
- T110E5:
- Suspension traverse speed changed to 25 deg/s.
- Turret traverse speed changed from 14 to 20 deg/s.
Fire Support
(Leopard 1, AMX 30 B, Batignolles-Châtillon 25 t, Centurion Action X, STB-1)
To increase the power of fire support vehicles, their manoeuvrability and dynamics have been improved. We increased penetration for vehicles with mediocre dynamics so that they can effectively engage targets at long range because said vehicles lack the ability to effectively fight in close combat.
- M48A1 Patton:
- Penetration of the APDS-T M392 shell for the 105 mm Gun M68 changed from 270 mm to 290 mm.
- Penetration of the HEAT-T T384E4 shell for the 105 mm Gun M68 changed from 295 mm to 310 mm.
- Leopard 1:
- Improved acceleration dynamics.
- Traverse speed of the Leopard 1 suspension changed from 40 to 54 deg/s.
- Maximum reverse speed changed from 17 km/h to 23 km/h.
- Maximum forward speed changed from 45 km/h to 65 km/h.
- AMX 30 B:
- Improved acceleration dynamics.
- Traverse speed of the AMX 30 B suspension changed from 40 to 48 deg/s.
- Maximum reverse speed changed from 17 km/h to 23 km/h.
- Maximum forward speed changed from 45 km/h to 65 km/h.
- Batignolles-Châtillon 25 t:
- Improved acceleration dynamics.
- Traverse speed of the Batignolles-Châtillon 25 t suspension changed from 50 deg/s to 42 deg/s.
- Maximum reverse speed changed from 20 km/h to 23 km/h.
- Maximum forward speed changed from 50 km/h to 65 km/h.
- Fixed the issue with the level of concealment for the Bat.-Châtillon 25 t. Now the vehicle’s concealment coefficient is the same as in version 9.15.
- Centurion Action X:
- Improved acceleration dynamics.
- Traverse speed of the Centurion Action X suspension changed from 30 deg/s to 50 deg/s.
- Maximum reverse speed changed from 17 km/h to 20 km/h.
- Maximum forward speed changed from 38 km/h to 53 km/h.
- STB-1:
- Improved acceleration dynamics.
- Traverse speed of the STB-1 suspension changed from 40 deg/s to 52 deg/s.
- Maximum reverse speed changed from 17 km/h to 20 km/h.
- Maximum forward speed changed from 45 km/h to 53 km/h.
- AMX 50 B:
- Penetration of the Prf. mle. 1943 shell for the 120 mm SA46 gun changed from 270 mm to 290 mm.
- Traverse speed of the AMX 50 B turret changed from 20 deg/s to 24 deg/s.
- T57 Heavy Tank:
- Penetration of the AP-T M358 shell for the 120 mm Gun T179 changed from 250 mm to 290 mm.
- Penetration of the HEAT-T M469 shell for the 120 mm Gun T179 changed from 284 mm to 315 mm.
- Traverse speed of the T169 turret changed from 15 deg/s to 20 deg/s.
- TVP T 50/51:
- Traverse speed of the TVP T 50/51 suspension changed from 40 to 54 deg/s.
- Maximum reverse speed changed from 15 km/h to 20 km/h.
- Maximum forward speed changed from 45 km/h to 60 km/h.
Cavalry
(Object 430, T-62A, Object 140, 121, E 50 Ausf. M)
We increased the dynamics of cavalry vehicles to retain their effectiveness in close-quarter combat against other vehicle roles. In order to incentivise cavalry vehicles to engage in maneuverable combat, we have reviewed the correlation between stabilization and gun accuracy.
- Object 430:
- Improved acceleration dynamics.
- Dispersion on hull traverse with the Object 430 suspension decreased by 26%
- Dispersion of the 100 mm U-8TS gun changed from 0.37 m to 0.4 m.
- Aiming time of the 100 mm U-8TS gun changed from 1.8 s to 1.5 s.
- Traverse speed of the Object 430 turret changed from 35 deg/s to 42 deg/s.
- Maximum forward speed changed from 55 km/h to 65 km/h.
- Т-62А:
- Dispersion on the move and hull traverse with the T-62A suspension decreased by 33%.
- Improved acceleration dynamics.
- Maximum forward speed changed from 50 km/h to 60 km/h.
- Traverse speed of the T-62A turret changed from 35 deg/s to 42 deg/s.
- Dispersion of the 100 mm U-8TS gun changed from 0.38 m to 0.42 m.
- Object 140
- Improved acceleration dynamics.
- Dispersion on the move and hull traverse with the Object 140 suspension decreased by 33%.
- Maximum forward speed changed from 55 km/h to 65 km/h.
- Dispersion of the 100 mm U-8TS gun changed from 0.38 m to 0.42 m.
- Traverse speed of the Object 140 turret changed from 35 deg/s to 42 deg/s.
- 121:
- Improved acceleration dynamics.
- Dispersion on the move and hull traverse with the 121 suspension decreased by 33%.
- Maximum forward speed changed from 56 km/h to 63 km/h.
- Dispersion on turret traverse of the 122 mm 60-122TG gun increased by 40%.
- Dispersion of the 122 mm 60-122TG gun changed from 0.4 m to 0.44 m.
- Traverse speed of the 121 turret changed from 30 deg/s to 35 deg/s.
- E 50 Ausf. M:
- Improved acceleration dynamics.
- Dispersion on the move and hull traverse with the E 50 Ausf. M suspension decreased by 25%.
- Maximum forward speed changed from 60 km/h to 65 km/h. • Aiming time of the 10,5 cm Kw.K. L/52 Ausf. K gun for the E 50 Ausf. M turret changed from 2.2 s to 1.9 s.
- Dispersion on turret traverse of the 10,5 cm Kw.K. L/52 Ausf. K gun decreased by 33%.
- Dispersion of the 10,5 cm Kw.K. L/52 Ausf. K changed from 0.35 m to 0.38 m.
- Traverse speed of the E 50 Ausf. M turret changed from 30 deg/s to 35 deg/s.
Changes to Individual Vehicles
The HESH Mk. 1 shell for the FV215b (183) and FV4005 Stage II within the current vehicle balance has shown excessive effectiveness that is why the shell has been removed from testing.
- FV215b (183):
- Armor protection is set to the variant from version 9.15.
- Dispersion of the 183 mm L4 gun changed from 0.4 m to 0.45 m.
- Damage of the HE Mk. 1 shell for the 183 mm L4 gun changed from 1,750 HP to 1,200 HP.
- Penetration of the HE Mk. 1 shell for the 183 mm L4 gun changed from 92 mm to 37 mm.
- Removed the HESH Mk. 1 shell.
- FV4005 Stage II:
- Dispersion of the 183 mm L4 gun changed from 0.36 m to 0.42 m.
- Damage of the HE Mk. 1 shell for the 183 mm L4 gun changed from 1,750 HP to 1,200 HP.
- Penetration of the HE Mk. 1 shell for the 183 mm L4 gun changed from 92 mm to 37 mm.
- Removed the HESH Mk. 1 shell. Added the following three vehicles to Sandbox: the Object 263, FV215b, and AMX 50 Foch (auto).
Yes, the AMX 50 Foch (auto) received a new name, and this is no coincidence. The AMX 50 Foch was balanced to play the role of an assault vehicle. At the same time, the vehicle has lost its 155 mm gun because the gun was not appropriate for the planned vehicle role, and is now equipped with a more comfortable 120 mm gun. The Foch still has 4 shells with 390 HP of damage in the clip, which quickly reloads both completely and between shells. This is an experimental setup that may be subject to change in the future.
The Object 263 and FV215b are set up to play the role of assault vehicles.
Known Issues
- When armor absorbs damage from splash of a hit from an SPG, too much stun is applied.
- If a vehicle is penetrated with an SPG’s HE shell, no stun is applied.
- When a vehicle is destroyed in one hit, the sound of stun continues to play until the end of the battle, in the Garage, and in subsequent battles.
- The sound effect of stun is played quite loudly and for a long time, which muddles the overall sound ambiance.
- When stun is stacked up through hits of 2x SPGs at the same time (and the first applied stun is stronger that the second one), the second, weaker, effect should be activated as soon as the first one expires, whereas now the first, stronger, effect is prolonged instead. • Incorrect display of vehicle markers when viewing information upon pressing ALT: the name and vehicle icon intersect.
- When the effect of stun is applied alongside with detracking of the enemy vehicle, assisted damage is only earned for the action of stunning.
- Upon successive damage to a vehicle from 2 SPGs, when the hits reach the target in the following order: 1st SPG, 2nd SPG, 1st SPG, assisted damage of the second SPG is not counted.
- When spectating the battle after destruction of the player’s vehicle, which was under the effect of stun, the stun indicator is not displayed for other allied vehicles.
- When driving an SPG with alternative aim enabled, the player can aim outside the map’s boundaries.
- When switching to spectate an allied vehicle in the battle after destruction of the player’s vehicle, which was under the effect of stun, the sound effect of stun is not played.
- The stun indicator is not displayed if an SPG hits the vehicle that is already stunned at the moment when the previous stun expires.
- If a stunned player returns to the Garage, the indicator on the map/minimap will be displayed until the end of the battle for all allies and enemies.
- • On mouse over a Premium shell in the Maintenance window, the pop-up shows the price in credits.
- • When a replay is viewed, markers of shots of enemy SPGs are not displayed on the minimap.
- • In shell info, the penetration falloff value at 100 m does not reflect the real data. Instead, the default value from the shell’s parameters is shown.