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About StranaMechty

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    Radioman Medpacker

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  1. The tier 9 lights. All of them received significantly improved power/weight which feels wonderful. Often the speed limit felt more like an aspiration instead of an actual limit with the 9.17 state of the tanks. You can accelerate, climb, juke, or drift with much better results now than before. The Type 64, which was previously one of the peppiest lights and did not receive these changes, now feels downright pedestrian after an entire weekend of tier 9 lights. Don't even get me started on jumping into the 4502 Ausf. B and feeling like you stepped into a temporal distortion. AMX 13 90 I think this was a big winner from the changes. It lost two shells from the drum but gained considerably better gun handling, faster inter- and intra-drum reload, and the ability to mount a vstab. Few other changes but that's probably the biggest thing. I often found it difficult to actually land all six shells in many situations thanks to awful gun handling and the long intra-drum reload, now you no longer need to separate moving from shooting with several seconds of aiming. You can be a light tank instead of a tiny mobile tank destroyer. T49 The other big winner. The 90mm lost the high penetration HESH round but gained a 212mm penetration APCR round and massively better gun handling. The tank went from existing solely for the 152mm derp to being an excellent run-and-gun DPM machine. You can still use the derp for fun but I personally prefer the consistency and flexibility of the 90mm instead of throwing the dice every ~20 seconds. RU 251 Mixed but generally positive bag. Lost 10kph off the top speed and ~300 DPM, but gained gun handling, 200 HP, and a high velocity high penetration AP round (no more softballs!). Unlike many other lights did not receive a huge hit to base dispersion. Still, unfortunately, has Woll Smoth face and I never really liked in the first place and still don't, which is probably coloring my perception. T-54 Lightweight I rather think this one got the short end of the stick. Initially it seems like a net upgrade. Little more HP, better penetration, muzzle velocity, etc. etc. But holy shit 0.40 dispersion. This is just beyond aggravating. I wasn't even trying to camo snipe. Wargaming's idea that lights should get in there and fight it out is at odds with a game that severely limits your avenues of approach and is full of high caliber TDs that can end you in two shots or autoloaders that can do it in a drum. WZ-132A The only "new" one, but actually quite similar to a WZ-132 w/100mm that got the T-54 Lightweight treatment. Oh, and it lost 10 meters view range. One unique thing it has is a super 100mm gun with 320 damage instead of the 250 of the T-54L, which is similar to the WZ-132 and WZ-132-1 compared to their peers. With these light changes Wargaming has unified the Chinese lights and mediums under the theme of wedge-hulled bowl-turreted Soviet knockoffs with higher damage guns. I completed it over the weekend with better win rate and average damage than my WZ-132 but I'm not really sure they can be compared. There were, after all, lots of bad light drivers out and about to farm, and I platooned so much more with this than the WZ-132. Also, aaaaaaaaahhhhhh 0.40 dispersion!!!! Edit: I really want to reiterate on how frustrating 0.40 dispersion is. Basically take your mental guide book on the D-25T and throw out the pages on damage per shot advantage and overmatch (so most of the good parts). It's really quite an experience when you fully aim a shot at the center of a broadside Type 5 Heavy and it flies over the engine deck or hits the dirt because the tungsten got homesick. Edit 2: I forgot to mention the ratio of barrel length to tank size on the 132A is a bit silly. All that for only 12mm more penetration than the T-54L. Overall I would say they took a class that was niche and marginal and made them anywhere from slightly less niche and marginal to about the same. They still, unfortunately, do not have maps that allow them to truly stretch their legs and leverage their primary advantages over mediums, so for the most part if you want to win just bring mediums instead.
  2. Played a few matches with it post 9.18. It didn't actually get any better, but it has better matchmaking (never seeing tier 10s again and no more than three tier 9s max) and its fellow tier 7 lights are no longer massively more powerful than it. It rather felt, dare I say, useful again. I am tentatively upgrading it from "Awful garbage do not buy" to "If you're willing to accept some tradeoffs and perhaps some small net nerfs from the WZ-131, this might be your thing." The real winner is the AMX 13 57, though, having gotten better matchmaking, better gun handling, and a vstab. They scare the crap out of me when in another light now. They can dump 720 damage in 7 seconds with pretty good accuracy at close range, then drive away.
  3. Hello friends from the past. As of 9.18 many artillery pieces had their module damage halved. I have updated the spreadsheet accordingly, creating an artillery-specific tab. You will see some duplicates, because there is no longer an iron consistency where all guns of a given caliber have the same module damage. US 8" guns arbitrarily have 5 less module damage than Soviets. A French 75 arbitrarily has as much as the 76s. The GW Panther gets 3 more points for giggles. Some 122mm guns now have more module damage than the 240mm of the T92 HMC. This does not seem to correspond with which vehicles do or do not have the stun mechanic.
  4. There's a new .xml file in the client called "stun.xml". It contains the following: <stun.xml> <baseStunDuration> 30 </baseStunDuration> <guaranteedStunDuration>0.45</guaranteedStunDuration> <damageDurationCoeff>0.55</damageDurationCoeff> <guaranteedStunEffect>0.75</guaranteedStunEffect> <damageEffectCoeff>0.25</damageEffectCoeff> <minStunDuration> 5 </minStunDuration> <shellEffectFactor> 1 </shellEffectFactor> <stunFactorEnginePower>0.7</stunFactorEnginePower> <stunFactorVehicleRotationSpeed>0.8</stunFactorVehicleRotationSpeed> <stunFactorTurretTraverse>0.6</stunFactorTurretTraverse> <stunFactorViewDistance>0.75</stunFactorViewDistance> <stunFactorMaxSpeed>0.75</stunFactorMaxSpeed> <stunFactorReloadTime>1.5</stunFactorReloadTime> <stunFactorAimingTime>1.5</stunFactorAimingTime> <stunFactorVehicleMovementShotDispersion>1.5</stunFactorVehicleMovementShotDispersion> <stunFactorVehicleRotationShotDispersion>1.5</stunFactorVehicleRotationShotDispersion> <stunFactorTurretRotationShotDispersion>1.5</stunFactorTurretRotationShotDispersion> <stunFactorMinShotDispersion>1.75</stunFactorMinShotDispersion> </stun.xml> I don't have anything more on that, but I imagine there's some various factors taken into account. Might be distance, tank armor thickness, etc. Also, all spall liners, irrespective of weight, have these keys added: <stunResistanceEffect>0.0</stunResistanceEffect> <stunResistanceDuration>0.1</stunResistanceDuration> The item description in-game says 10% reduction in stun time...but I don't always trust the item descriptions.
  5. The 50% worse bloom on turret traverse is pretty offputting for the first 100mm. It's actually one of the very things that prompted me to use the old 85mm 64-85TG (RIP).
  6. Arty module damage was cut in half, which is good as otherwise you'd see your modules dying left and right with this improved accuracy, rate of fire, and splash. Crew, however, might well be in greater danger. They don't have health and are just dead or alive, and the death chances haven't changed, but the number of times they have to roll to not die has gone up considerably. Edit: Looks like it's not all arty, some of the lower tier ones weren't touched (which means that at a certain point you lose module damage by going up a tier).
  7. Module damage finally changed, as of 9.18 artillery of a given caliber has half the module damage of the same caliber on a tank or TD.

    1. Va1heru


      Holy shit you're alive? 

    2. StranaMechty


      For very particular values thereof.

  8. Everything has a 90 second reload in game, I think whomever wrote the notes didn't get the memo.
  9. Fuck, now I'm a Maus hipster. I had three marks before it was cool.
  10. They do. There are plenty of other complaints one can leverage about TDs (deficiency of the casemate platform for example), but low firepower isn't really one of them. Almost without exception they either have a more powerful gun than same-tier heavies (see German 12.8cms at tier 8 vs 10.5cms) or an improved version of the same gun (compare the reload time and accuracy of the SU-122-54 with the T-10 or ST-I).
  11. Heh. WZ-132A has same base accuracy as Type 4 Heavy, just without the damage or penetration.
  12. Comparative images. I'm estimating the new base gun handling values since the shots above seem to be based on crew reduction.
  13. This "new" mechanic already exists, really. If your gun caliber is >2x the thickness of armor your normalization is increased to standard normalization * 1.4 * (caliber/thickness), so as far as I can tell this is just the existing thing but with (possibly) tweaked numbers.
  14. I await more information before passing judgement, since the graphic doesn't answer all my questions. That said, at present it seems like the Tiger II will benefit a good bit. No more tier 6 122mm AP rounds blasting through its turret.
  15. Mind you, I've only gotten to the tier 7 for the Rooskies so I can't speak on their endgame, but I do have the tier 10 American cruiser. The tier 8 and 9 Americans are just bland and boring. Globally their win rates are worst in class, they just don't really have any leverageable strengths. They've got the best AA, but that's like saying they've got the best resistance to arty (situationally useful but not an exploitable trait). The Des Moines, however. Oh boy. It's got a bunch of limits and I would still say it's 3rd or 4th out of 4, but holy shit is it fun. Nine 8" guns with a six second reload (5.3 with the reload mod). The shell arcs are like the Cleveland, but if you can get close you can spray truly silly amounts of damage. I once got broadside to an Iowa and blasted him for most of his HP, thanks to a handy cyclone. Here was my first match in it.