ZXrage

Sandbox opening again soon

117 posts in this topic


(transcripted by me)
-1st iteration is for balancing penetration, accuracy, and alpha at tier 10
-2nd iteration is for artillery
-More iterations are for gameplay and balance features (unspecified)

EDIT: This is what's in the first test, courtesy of TAP

 

Quote
Phase 1 Overview
We’re currently testing gameplay tweaks to create a better gameplay experience for well-armored, slow vehicles. Present gameplay mechanics cause them to camp or hang back despite their large HP pool and armor, acting more like tank destroyers. With the current game balance, these vehicles rarely make it to the 1st line of fire because their thick armor offers little protection from long-range shots.
To get them more involved, we:
1. Revised shot distribution within the aiming circle: fewer shots clustered near its center
2. Tweaked penetration loss over distance mechanic: pen values of AP and APCR shells begin decreasing at 50m (instead of 100m); AP shells have 82% of the initial penetration at 500m (APCR have 77%)
3. Reduced excessively high alpha damage of high-caliber guns
4. Balanced the underpowered 120 mm guns by increasing their alpha damage
 
Vehicles
You can play tier X medium and heavy tanks, TDs, and artillery, along with three tier VIII light tanks. Every vehicle has a Crew trained to 100% in their Major Qualification, and enough Crew XP to train three extra Skills/Perks.

 

Medium Tanks
 – USSR: Object 140, Object 430, T-62A
 – Germany: Leopard 1, E 50 Ausf. M
 – USA: M48A1 Patton
 – UK: Centurion Action X
 – France: Bat.-Châtillon 25 t, AMX 30 B
 – China: 121
 – Czechoslovakia: TVP T 50/51
 – Japan: STB-1
 
Heavy Tanks
 – USSR: IS-4, IS-7
 – USA: T110E5, T57 Heavy
 – Germany: E-100, Maus
 – UK: FV215b
 – France: AMX 50 B
 – China: 113
 – Japan: Type 5 Heavy
 – Sweden: Kranvagn
 
Tank Destroyers
 – USSR: Object 268, Object 263
 – Germany: Grille 15, Jagdpanzer E 100
 – USA: T110E3, T110E4
 – UK: FV4005 Stage II, FV215b(183)
 – France: AMX 50 Foch (155)
 – Sweden: Strv 103b
 
Self-Propelled Guns
 – USSR: Object 261
 – Germany: G. W. E 100
 – USA: T92 HMC
 – UK: Conqueror Gun Carriage
 – France: Bat.-Châtillon 155 58
 
Light Tanks
 – USSR: T-54 ltwt.
 – Germany: Spähpanzer Ru 251
 – USA: T49
 
Maps
Battles will unfold across eight maps: Karelia, Steppes, Himmelsdorf, Ensk, Prokhorovka, Mines, Siegfried Line, and Ruinberg.
 
In-game Currency
When testing starts, you receive a one-time crediting of 5,000,000 Credits and 1,000,000 Free Experience points. Following that, you will be given 500,000 Credits every day for your 1st battle, an additional 50,000 Credits to regular earnings per battle, as well as 15 Gold for each battle where you contributed to its outcome. If you’d like to stock up on Premium shells, please keep in mind that they can only be purchased using Gold.
We know fighting enemies with a full load of HEAT rounds isn’t much fun, and would disturb the test’s aim to reproduce normal situations in random battles. Therefore, we’re restricting the amount of HEAT shells per battle to the maximum amount on the main game servers.
Important: You have a separate Sandbox account and earnings in it do not affect the number of Credits, Gold, and XP you have on regular servers.
 
Balance Changes
USSR
 
T-54 ltwt.
 – 100 mm D10T and 100 mm D10T mod. 1945 guns:
 – AP shell penetration reduced from 155 mm to 144 mm at 500 m
 – APCR shell penetration reduced from 208 mm to 181 mm at 500 m
 
IS-7
130 mm S-70 gun
 – AP shell penetration reduced from 240 mm to 205 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 233 mm at 500 m
 
Object 261
180 mm B-1-P gun
 – AP shell penetration reduced from 350 mm to 295 mm at 500 m
 
T-62A
100 mm D54 TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
 
Object 268
152 mm M64 gun
 – AP shell penetration reduced from 293 mm to 248 mm at 500 m
 
IS-4
122 mm D-25T gun
 – AP shell penetration reduced from 152 mm to 144 mm at 500 m
 – APCR shell penetration reduced from 204 mm to 167 mm at 500 m
122 mm М62-Т2 gun
 – AP shell penetration reduced from 250 mm to 218 mm at 500 m
 
Object 263
130 mm S-70A gun
 – AP shell penetration reduced from 280 mm to 238 mm at 500 m
 – APCR shell penetration reduced from 320 mm to 254 mm at 500 m
 
Object 430
100 mm U-8TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
 
Object 140
100 mm U-8TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
 
 
Germany
 
Spähpanzer Ru 251
90 mm Rheinmetall DM1 gun
 – AP shell penetration reduced from 170 mm to 156 mm at 500 m
 
Grille 15
150 mm Pak L/63 gun
 – AP shell penetration reduced from 270 mm to 229 mm at 500 m
 
Maus
12.8 cm Kw. K. 44 L/55 gun
 – AP shell penetration reduced from 241 mm to 202 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 239 mm at 500 m
 
E-100
12.8 cm Kw. K. 44 L/55 gun
 – AP shell penetration reduced from 241 mm to 202 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 239 mm at 500 m
15 cm Kw. K. L/38 gun
 – AP shell penetration reduced from 220 mm to 193 mm at 500 m
 
G. W. E 100
21 cm Mörser 18/2 gun
 – AP shell penetration reduced from 283 mm to 248 mm at 500 m
 
Jagdpanzer E 100
17 cm Pak gun
 – AP shell penetration reduced from 289 mm to 245 mm at 500 m
 – AP and HEAT shells alpha damage reduced from 1050 to 950
 – Reloading time changed from 25.7 s to 24 s
 
E 50 Ausf. M
10.5 cm Kw.K. L/52 Ausf. K gun
 – APCR shell penetration reduced from 260 mm to 208 mm at 500 m
 
Leopard 1
10.5 cm Bordkanone L7A3 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
 
USA
 
T92 HMC
240 mm Howitzer M1 gun
 – AP shell penetration reduced from 355 mm to 303 mm at 500 m
 
T57 Heavy Tank
120 mm Gun T179 gun
 – AP shell penetration reduced from 238 mm to 212 mm at 500 m
 – AP and HEAT shell alpha damage increased from 400 to 440
 – Drum reload time changed from 25 s to 28 s
 
T110E5
120 mm Gun M58 gun
 – AP shell penetration reduced from 238 mm to 212 mm at 500 m
 – AP and HEAT shell alpha damage increased from 400 to 440
 – Reload time changed from 10 s to 11 s
 
T110E4
155 mm AT Gun T7E2 gun
 – AP shell penetration reduced from 285 mm to 242 mm at 500 m
 – APCR shell penetration reduced from 365 mm to 289 mm at 500 m
 
M48A1 Patton
90 mm Gun M41 gun
 – AP shell penetration reduced from 170 mm to 148 mm at 50 0m
 – APCR shell penetration reduced from 242 mm to 203 mm at 500m
105 mm Gun T5E1M2 gun
 – AP shell penetration reduced from 193 mm to 179 mm at 500 m
 – APCR shell penetration reduced from 221 mm to 204 mm at 500 m
105 mm Gun M68 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
 
T110E3
155 mm AT Gun T7E2 gun
 – AP shell penetration reduced from 285 mm to 242 mm at 500 m
 – APCR shell penetration reduced from 365 mm to 289 mm at 500 m
 
UK
FV215b
120 mm Gun L1A1 gun
 – AP shell penetration reduced from 239 mm to 212 mm at 500 m
 – APCR shell penetration reduced from 298 mm to 251 mm at 500 m
 – AP and APCR shell alpha damage increased from 400 to 440
 – Reloading time changed from 8.7 s to 9.4 s
 
FV215b (183)
183 mm L4 gun
 – AP shell penetration reduced from 300 mm to 254 mm at 500 m
 – AP shell alpha damage reduced from 1150 to 1050
 – HESH and HE shell alpha damage reduced from 1750 to 1450
 – Reloading time changed from 30 s to 28 s
 
FV4005 Stage II
183 mm L4 gun
 – AP shell penetration reduced from 300 mm to 254 mm at 500 m
 – AP shell alpha damage reduced from 1150 to 1050
 – HESH and HE shell alpha damage reduced from 1750 to 1450
 – Reloading time changed from 30 s to 28 s
 
Centurion Action X
105 mm Gun L7A2 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
 
France
 
AMX 50 B
120 mm SA46 gun
 – AP shell penetration reduced from 237 mm to 211 mm at 500 m
 – APCR shell penetration reduced from 297 mm to 250mm at 500 m
 – AP and APCR shell alpha damage increased from 400 to 440
 – Drum reload time changed from 30 s to 33 s
 
Bat.-Châtillon 25 t
90 mm F3 gun
 – AP shell penetration reduced from 145 mm to 139 mm at 500 m
 – APCR shell penetration reduced from 224 mm to 191 mm at 500 m
100 mm SA47 gun
 – AP shell penetration reduced from 205 mm to 190 mm at 500 m
 – APCR shell penetration reduced from 253 mm to 203 mm at 500 m
105 mm mle. 57 (D. 1504)
 – APCR shell penetration reduced from 249 mm to 199 mm at 500 m
 
AMX 50 Foch (155)
155 mm SA58 gun
 – AP shell penetration reduced from 283 mm to 240 mm at 500 m
 
AMX 30 B
105 mm mle. F1 gun
 – APCR shell penetration reduced from 250 mm to 200 mm at 500 m
 
China
 
121
122 mm 60-122TG gun
 – AP shell penetration reduced from 244 mm to 212 mm at 500 m
 
113
122 mm 60-122T gun
 – AP shell penetration reduced from 235 mm to 204 mm at 500 m
 
Japan
 
STB-1
105 mm Rifled Gun
 – APCR shell penetration reduced from 248 mm to 199 mm at 500 m
 
Type 5 Heavy
14 cm/50 3rd Year Type gun
 – AP shell penetration reduced from 219 mm to 204 mm at 500 m
 – APCR shell penetration reduced from 247 mm to 231 mm at 500 m
 
Czechoslovakia
 
TVP T 50/51
100 mm AK1 gun
 – APCR shell penetration reduced from 225 mm to 191 mm at 500 m
 
Sweden
 
Strv 103B
10,5 cm kan strv 103 L/62 gun
 – APCR shell penetration reduced from 298 mm to 238 mm at 500 m
 – Premium APCR shell penetration reduced from 340 mm to 270 mm at 500 m
 
Kranvagn
12 cm akan L/40 gun
 – AP shell penetration reduced from 220 mm to 194 mm at 500 m
 – AP and HEAT shell damage increased from 400 to 440

– Drum reload time changed from 35 s to 39 s

 

Share this post


Link to post
Share on other sites

Made another application but not holding my breath I'll get access. 

Share this post


Link to post
Share on other sites

I got access but what is bullshit highlight this time? 

Share this post


Link to post
Share on other sites

Absolute brawling. Should be interesting in a sense that you can see enemy deployment, but actually hurting anything from 400-500m is very hard unless you are shooting at leo. 200 pen at 500 -good luck even with sides of IS3 with that. Im in anyway so lets see how that shitfest is going to end :)

Share this post


Link to post
Share on other sites

What I do like is the alpha dmg increase of the 120mm guns. This 10dmg advantage over the 105mm guns always seemed a bit too low for me. 

Share this post


Link to post
Share on other sites

While i agree that 105mm guns having only 10 less alpha than 120mm while 122mm guns having 40 more than 120 is silly, i dont think this change is really "necessary".

The T57 / 50B / Kranvagn now has 1760 average potential clip damage instead of 1600. That is actually more significant than you think: now they can kill tier 9s more reliably with one clip, aswell as with slightly above average rolls kill TVP and Bat from full HP. Before that they needed very high rolls on all shots to kill them from full HP. Nerfing entire clip reload by ~4 seconds IMO doesnt make up for having higher alpha and bigger clip, especially when they kept their intra reloads.

Its also a buff for E5, which obviously isnt very good thing. 113 no longer has alpha advantage over it, and IS-7's alpha advantage isnt as significant either anymore. Again, the reload was slightly nerfed, but does that slight difference really matter that much when you fight from corners? For same amount you exposed to do 400 you now do 440. 

For 215b i guess its not that big of a buff because slightly longer reload now means that it cant permatrack as effectively anymore, as its RoF is slightly reduced.

Not a big thing though and i dont think that this change would make none of these tanks too much better than they are, but i think that they shouldnt be buffed either as none of these tanks need a buff. They could just do intra clip changes on autoloaders (expect on Kran, i dont think it should have longer than 3 sec), and autoloaders are fine in that regard. Now that if E5 gets better alpha its good opportunity to actually nerf its gun handling and maybe slightly nerf maneuverability.

Share this post


Link to post
Share on other sites

Jesus fuck rip pen.

To compare: T10 TVP now has 1 LESS penetration than the current super P AP round. Like hello?

Share this post


Link to post
Share on other sites
13 minutes ago, KittenFixE50ValuesBabyRage said:

Jesus fuck rip pen.

To compare: T10 TVP now has 1 LESS penetration than the current super P AP round. Like hello?

Thats at 500 metre distance, at close it still has 249 or whatever, but yea, i get your point. Sounds like retarded change, and even more retarded is that they leaved HEAT unchanged lmao

Share this post


Link to post
Share on other sites

please rush this horseshit to live servers so the game can finally die and fuck off.....just like the first iteration of sandbox, this one as well is cancerous as fuck....they are turning the game into a close quarter combat bullshit....let's give people shotguns instead of tank guns, same shit

Share this post


Link to post
Share on other sites

That's actually a DPM buff to the 215b I think.

Anyway, yeh not sure about the influence that alpha chance has on the auolaoders, plus the drum reload just makes them less flexible. 39 seconds on the Kranvagn, yeh great, so back to the crappy reload the Emil 2 has where your team melt whilst you are stuck reloading. 

And accuracy changes and penetration nerfs at distance even though feedback was negative about this last time. This just encourages premium spamming, if you are getting like 200 pen with tier 10 tanks PLUS RNG, then why the hell would anyone bother firing standard rounds?

Even at like 300m guns like the Leopard 1 and E50m will easily roll well below 200 pen

also why are the lights not tier 9s on their with their super test stats,would that not make sense? 

Share this post


Link to post
Share on other sites
34 minutes ago, KittenFixOHoValuesBabyRage said:

Thats at 500 metre distance, at close it still has 249 or whatever, but yea, i get your point. Sounds like retarded change, and even more retarded is that they leaved HEAT unchanged lmao

Wait, so is it an immediate drop off right at 500m or is it a progressive drop off as distance increases?

Share this post


Link to post
Share on other sites

Huh, I think I apparently had access to it before but I wasn't ever told since I can download the client now.

Share this post


Link to post
Share on other sites

If they bring this to the official servers I'll just uninstall, not even kidding.

Share this post


Link to post
Share on other sites
5 minutes ago, KittenFixE50ValuesBabyRage said:

Wait, so is it an immediate drop off right at 500m or is it a progressive drop off as distance increases?

Progressive like now on live, but the dropoff is much more significant and starts at 50m instead of 100m.

Share this post


Link to post
Share on other sites
18 minutes ago, Marty said:

Progressive like now on live, but the dropoff is much more significant and starts at 50m instead of 100m.

Linear or is it some weird curve? 

Share this post


Link to post
Share on other sites

They said nothing about HEAT, which received a massive nerf in the original sandbox iteration.  As I said emphatically during sandbox 1.0, you can nerf pen OR you can nerf accuracy, but nerfing both makes game nearly unplayable for everything but brick-tanks.

Share this post


Link to post
Share on other sites

(Translated Minsk Office conversation)

(Persons 1-5)

1 - Our game is too hard to play, how do we fix?

2 - What about removing the vision mechanic? It's obviously too hard to understand since only 10% of our playerbase is actively using it!

1 - Yes! We should do that. How about introducing tier 10 light tanks while we're at it?

3 - Won't that be counterproductive with our goal of closer engagements?

1 - No, it's solely for people that like to drive fast. If you don't want to play them, simply don't. 

3 - Don't we want a balanced game with a competitive scene? I mean, we do spend lots of rubels on the Wargaming League. Shouldn't that mean we want to actually keep the vision mechanic? It'd even work well with the T10 light tanks so we don't have to spend time balancing each and every one of them!

1 - Our goal is to fill our pockets with dad-money, they pay more than teens. You clearly don't understand the audience we're targeting.

(two days later)

1 - So, our WG league is costing too much money, we're cutting it down to 8 teams instead of 12. Thoughts? We're also removing silver league on our biggest server because giving money to our players when we can keep it for ourselves just doesn't make sense. 

2, 4, 5 (in unison) - More money for us!

3 - Don't we want a competitive scene at all?

1245 - :serb: 

 

1 - We still need to fix this closer engagement problem. People still seem to be camping.

4 - How about making shells penetration drop on range so they can't do damage as easily from far away?

3 - Won't that also mean that pointless camping with armoured tanks get EVEN MORE effective?

4 - Of course not! They will be moving closer!

 

1 - We have received intel on some parts of the map being overpowered with light tanks, get in fixes by the end of the day.

2 - Look at this guy Xaneleon! This can't be part of our game, Mountain Pass is CLEARLY a better map without these positions in light tank.

3 - Don't we want light tanks to have viable options since they are inferior to our current medium tanks? I mean, light tanks even have worse matchmaking!

5 - Light Tanks are scouts. Nothing else. 

3 - We removed the vision meta remember?

5 - What does that have to do with anything?

 

 

(Watercooler talk)

2 - 4 aren't you sick of 3 now? He's just so negative to all the changes.

4 - I know! He's an idiot, no clue how he's got 2500 WN8 with that brain?

5 - I heard 1 is going to fire him if he keeps this up. 

2 - Oh man... our customer service bot program stopped working again.. ugh manual work for an hour...

 

 

Share this post


Link to post
Share on other sites

No actual rebalance to premium ammo. Proxy buff for HEAT. Nice work

Share this post


Link to post
Share on other sites

We're basically going back, cuz consistency isn't good for gameplay

Share this post


Link to post
Share on other sites

People complain about arty, mm, xvm and rng. What do we get? More rng, xvm is still cancer, no changes to arty still, mm should be hopefully improved even though I'd rather have arty and xvm as priorities here as well as rng.

Share this post


Link to post
Share on other sites

I don't understand their fetish with all this RNG bullshit. Sure it helps tomatoes but it's frustrating as shit. So now we make it even MORE random, so that instead of your shell flying where you, you know, AIM, they'll be even more spread out. RNG is too much as it is, stop adding to t ffs!

Games like CS have fixed dmg numbers and shooting the same spot twice will do the same amount of dmg. What's wrong with that??

Share this post


Link to post
Share on other sites

Standard wg test server bullshit applies: see what is the most retarded change, it's the one most guaranteed to hit live servers.  Workink as intended!

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.