Jump to content
ZXrage

Equipment 2.0 Builds

Recommended Posts

Patch 1.10 is upon us so I decided to make a thread where we can congregate what loadouts you can and probably shouldn't run.

T110E3: Rammer/Vents/Turbocharger

The slot boost for TD's ups your DPM by 1.5% (11.5% rammer bonus) so these things are going to be a touch bit more scary now. Combined with the turbocharger that greatly mitigates slow bricks like the E3's weakness of flexibility, I think damage sponges will see a rise in enjoyability.

Maus (and maybe E-100?): Hardening/Rammer/Vents

Since the Maus is so slow your gun bloom on movement isn't actually bad, so it's safe to drop VerStab for this one. Putting on hardening ups your HP to pre-nerf levels so you could damage sponge a decent amount more. To put it into perspective, if a standard MT is putting shots into you (390), it will take ~8 shots (7.69 rounded up since you'll be left with less than 390hp after 7 rounds) to kill you, but with Hardening the number goes up to 9 (8.46 rounded up), which improves surivability a lot more. The trend is similar for other alphas as well (for 440 alpha, from 6.82 shots to 7.5 on average)

Standard MT Loadout*: Vents/Rammer/VerStab

The Verstab nerf didn't do much to most tanks (except maybe the T49/Sheridan that suffer from massive turret bloom), so you shouldn't drop them. Apparently they weren't nerfed. WG's ambiguous descriptions strike again. The slight crew buff from vents (6% for the slot instead of 5%) makes it more viable to drop optics for food, especially so if you have purple vents (7.5% -> 8.5% which is pretty big, vents directive will throttle that up even more). If your crew isn't that VR stacked (SA + Recon) then you should probably still run Optics.

 

EDIT: Overlord_Prime did an in-depth analysis on Equipment 2.0 setups, some big finds here is that eGLD + Vstab edges over IRM + VStab in terms of time to aim, but overall IRM + VStab still edges it out in terms of bloom size. Other tidbits are how camo directly affects VR and how camo equipment affects this

Link

Share this post


Link to post
Share on other sites

I've not looked into it too much - I assumed the testing would go on a lot longer, and they wouldn't roll out such a massive change as planned.

That being said, what has changed in terms of the meta for equipment? Is it mainly the same, except as set out above? Or are we going to see very different equipment across classes now?

Share this post


Link to post
Share on other sites

The turbocharger is imo gonna be usefull for specific tanks, 10% more engine power also means faster turret turning, and more foward and reverse speed are also usefull.

T28 proto, T30 and E4, perhaps T34, KV4 (?) IS4 (?) any tank which feels underpowered engine wise and has bad reverse speed, might use a turbocharger, V-stab and rammer will stay basic for everything that can mount them, but that 3e slot, well, it depends (i think)

And even V-stab / rammer can be questions, the camo thing for TDs looks powerfull, putting binos, camonet and that extra camo on an E25, instead of rammer could be usefull also etc.

TLDR: you can now either:

  1. Compensate your weaknesses a bit (slowless, bad gun handling, poor dpm, bad camo)
  2. Further increase your strenghts (make a fast tank faster, a high dpm tank more dpm)
  3. Do as everyone always did and buff firepower as much as possible

At first, everyone will stick with what he had, but i think its gonna shift, a maus with more speed and hardening might be more usefull in the long term as a maus with more firepower...

Share this post


Link to post
Share on other sites

most tanks will stay the same meta wise, but a few niche tanks/playstyles will benefit from the new Equipment. 

the Maus would def benefit from hardening and things like the VKK/E100 could possibly drop vents for it as well or even the improved spall liner for better arty/HE spam protection. Against my wishes the 4005's reverse speed crutch might be solved by the turbo charger , LT' players who prefer to kemp bush for spotting (Even 90)will benefit from the equipment that helps negate camo behind foliage and camo of moving tanks ect.

The one thing that bothers me about this equipment change is the unpredictable nature of it, with all these new equipment pieces knowing what an enemy tank will be capable of will be much harder now. especially for the shitters who will run some wacky loadout that boosts their tank in some unpredictable way that will throw you off guard. 

Share this post


Link to post
Share on other sites
1 hour ago, GehakteMolen said:

The turbocharger is imo gonna be usefull for specific tanks, 10% more engine power also means faster turret turning, and more foward and reverse speed are also usefull.

T28 proto, T30 and E4, perhaps T34, KV4 (?) IS4 (?) any tank which feels underpowered engine wise and has bad reverse speed, might use a turbocharger, V-stab and rammer will stay basic for everything that can mount them, but that 3e slot, well, it depends (i think)

And even V-stab / rammer can be questions, the camo thing for TDs looks powerfull, putting binos, camonet and that extra camo on an E25, instead of rammer could be usefull also etc.

TLDR: you can now either:

  1. Compensate your weaknesses a bit (slowless, bad gun handling, poor dpm, bad camo)
  2. Further increase your strenghts (make a fast tank faster, a high dpm tank more dpm)
  3. Do as everyone always did and buff firepower as much as possible

At first, everyone will stick with what he had, but i think its gonna shift, a maus with more speed and hardening might be more usefull in the long term as a maus with more firepower...

I think tanks with good hard stats like armour and alpha but shitty soft stats are going to get the most out of this  - a combination of speed, armour and firepower is more useful than minmaxing for any two of the above.

Share this post


Link to post
Share on other sites
7 hours ago, ZXrage said:

The Verstab nerf didn't do much to most tanks (except maybe the T49/Sheridan that suffer from massive turret bloom) ...

If there is a nerf...

Info on common test is not consistent!

Capture.JPG.4824bf6ee464d4ef939656e04a5fdbb2.JPG

Share this post


Link to post
Share on other sites

IIRC, anything with 390m base VR can get to 440 with both vision skills + BIA + Food, and over 445 with vents on top. So a meta option for t9/10 could be dropping Optics for Vision System, especially on auto(re)loaders.

Improved Rotation seems like a better choice than GLD on TDs.

Improved Radio seems interesting but I imagine most active scouts would still prefer Optics and/or Vision System.

I'm not exactly how track HP works (especially with regards to sprocket shots) but the +65% suspension durability on Improved Hardening could be great for assault TDs (requiring two sprocket shots to be tracked would be big).

Share this post


Link to post
Share on other sites
4 hours ago, GehakteMolen said:

Can tds now mount V-stab? (T30 and E4 mostly) normally they cant, but did that change, or not?

ps: and can swe tds using turbocharger still mover faster in siege mode, or that fixed that? :P

V-stab still not mountable for TDs on common test.

Share this post


Link to post
Share on other sites

Spending a lot of time looking at this on the test server, I'm going to be using this as a mobility revolution. Turbocharger, grousers, and improved rotation have the potential to vastly improve speed and agility on lots of tanks that need it.

It's hard to measure the overall impact since everything is getting buffed, but I feel like the biggest winners will be light tanks and TDs. Light tanks got a lot of new options to mess with, and the improved camo value equipment alone is a big deal which will make the scouting role more viable. TDs just got a minor buff across the board from the improved rotation, it's as good as vert but aids them in their biggest weakness of turn speed (and turret speed for some).

Lot of advantages to the new system. You can fix many unplayable tanks by compensating for their weaknesses, there are a lot of new options to experiment with, the tier scaling in both cost and choice is a badly overdue change, and there's a lot more variety and choices than before. You could equip a Hellcat to be a dedicated traditional sniper, a mid range opportunist, or a full-on GOTTAGOFAST yolo idiot. I really like that ability to customize.

Downsides... this might make the game even faster since a lot of vehicles are going to be more maneuverable, tracking will be harder, etc. Arty gets a new, very good equipment choice, which sucks. Pubbies may be even more pants-on-head unpredictable because their equipment choices can vary so much... buuuut they're still pubbies, which means they'll gravitate toward the same dumb shit they always do, just as every dingbat has a derp gun on every tank that can use one. I still expect to see some camo net heavies because "they wont see me when i snek up beech".

Overall, while the main forum was bitching non-stop about it, I think this will be one of the best improvements WG has made to the game in years.

Share this post


Link to post
Share on other sites

Would the E5's new buffed soft stats at .06/.13/.13 allow it to drop vert stabs for a turbocharger?

Rammer-vents-turbocharger might actually give it the ability to be a tier 10 M54.

Share this post


Link to post
Share on other sites

Curious about turbocharged Churchills and Black Prince in particular. Though those tanks have so many holes to plug, that you just don't have enough slots. Still waiting for the day, when the 17 pounder gets dropped onto the Churchill VII and the Black Prince gets a Centurion turret with a 20 pounder.

Share this post


Link to post
Share on other sites

Speaking of Bounty equipment, they are now statisically inferior to Bond equipment. So if you've spent time grinding events, or money on the improved battle passes you too can enjoy the bait and switch like I am... Think I'm done spending on this game now.

Share this post


Link to post
Share on other sites
3 hours ago, lavawing said:

turbocharged 54 Mod 1

That is one of those tanks that could benefit a lot indeed, same for T32 now i think of it, its kinda slow atm, but with turbocharger, dunno.

as @Jesse_the_Scout said, this looks (for me on paper, but played on test) the best thing WG did in yeeeeeeaaaaaars

EDIT:

We now have:

  1. V-stab, 20% less dispersion on the move (from hull and turret)
  2. Improved aiming, 5% better accuracy (so also less in effect, less bloom, since dispersion numers multiply your base accuracy, more acc = less bloom).
  3. Improved rotation mechanism, 10% faster turret turning, 10% more traverse speed and 10% less bloom.

Based on this, V-Stab might be dropped on some tanks, on say a maus, the rotation is gonna be far, far more powerfull, since your slow ass turning is a big con, and you can compensate that, and on top, you also get less bloom (and better mobility).

With both turbocharger, improved aiming and improved rotation, we now have 7 usefull equipment pieces for tanks, of which GLD and vents seem the weakest (and GLD only usefull on tanks that cant mount Vstab)

Hmm, this might be worth some trying (the base accuracy seems intriguing, on for example T32 the base acc is a pain, dropping vents for 5% more acc could be a good trade) while on T30 and E4, im 100% gonna use that rotation instead of vents (if they can)

 

edit 2:

on 10:23 you can see that ingame improved rotation has a different description as on the page of changes, i assume ingame is the correct one, else it sucks (for most tanks)

Share this post


Link to post
Share on other sites
8 hours ago, Jesse_the_Scout said:

Overall, while the main forum was bitching non-stop about it, I think this will be one of the best improvements WG has made to the game in years. 

Wow, I can't remember the last time you wrote something positive about this game! I haven't been following these changes that much, but if it's true the customizable options means you can help iron out some of those awful bits of certain tanks to at least make them feel competitive, then I agree it will be a positive thing overall.

Share this post


Link to post
Share on other sites

For me, Improved Rotation replaced GLD on any tank that would use it. Improved Hardening replaced Vents on most heavies. Most of my lights I'm going to kit out for maximum vision abuse, even at the cost of a Rammer. I'm not entirely sure if I can find an excuse to change most of my meds though, vstab/rammer/optics is just so strong.

Share this post


Link to post
Share on other sites

I'm thinking the Improved Hardening is just a little bit too good. HP buff, makes it harder to track you, and decreases track repair time. That's incredibly strong on most superheavies, but also armored TDs. The 268V4 just got a massive buff. Rammer/Hardening/Turbro and you're unstoppable.

Share this post


Link to post
Share on other sites

There are a few potential meta-tweaks here. The new enhanced rotation mechanism, or as I now call it, the "sit-n-spin" increases both turret and hull traverse speeds and also reduces movement dispersion. It can also gain the slot bonus for either movement or firepower categories. And TDs, which still cannot use Vstabs, can now equip the sit-n-spin. I expect this will likely be the most popular of the new equipment items.

And then there's the commander's vision system, which in theory could completely change the scouting game. The question is how many light tanks are going to use it in practice. If it so happens that the pubbies end up using it frequently, and perhaps other classes' typical builds use optics less often, the dedicated scouting role might hypothetically become relevant again.

TLDR- items like these are interesting, but even in the cases when they would be very helpful I'm finding myself reluctant to change my current builds. Setups like rammer/stabilizer/optics is just so flexible and dependable. Give up any one of the three and it feels like you're sacrificing something practical just for meme value. Especially considering the new survivability item package deals. Ordinarily a pubbie would blow his load just thinking about a single item that combines the wet ammo rack, cyclone filter, CO2, and toolbox but now that we actually have it, seems awfully situational.

Share this post


Link to post
Share on other sites
9 hours ago, GehakteMolen said:

That is one of those tanks that could benefit a lot indeed, same for T32 now i think of it, its kinda slow atm, but with turbocharger, dunno.

as @Jesse_the_Scout said, this looks (for me on paper, but played on test) the best thing WG did in yeeeeeeaaaaaars

EDIT:

We now have:

  1. V-stab, 20% less dispersion on the move (from hull and turret)
  2. Improved aiming, 5% better accuracy (so also less in effect, less bloom, since dispersion numers multiply your base accuracy, more acc = less bloom).
  3. Improved rotation mechanism, 10% faster turret turning, 10% more traverse speed and 10% less bloom.

Based on this, V-Stab might be dropped on some tanks, on say a maus, the rotation is gonna be far, far more powerfull, since your slow ass turning is a big con, and you can compensate that, and on top, you also get less bloom (and better mobility).

With both turbocharger, improved aiming and improved rotation, we now have 7 usefull equipment pieces for tanks, of which GLD and vents seem the weakest (and GLD only usefull on tanks that cant mount Vstab)

Hmm, this might be worth some trying (the base accuracy seems intriguing, on for example T32 the base acc is a pain, dropping vents for 5% more acc could be a good trade) while on T30 and E4, im 100% gonna use that rotation instead of vents (if they can)

 

edit 2:

on 10:23 you can see that ingame improved rotation has a different description as on the page of changes, i assume ingame is the correct one, else it sucks (for most tanks)

IS-4 going 47 is a sight to behold :trump:

I think we're going to see a lot more meme builds from the superheavy side of things that will be uber annoying to deal with
E.g. improved hardening and turbocharger with vents plus the speed governor thing and food and vent purge for the IS-4 which will give it fast heavy mobility (faster than the E5 ffs) 

The DPM might be shit, but there is virtually nothing you can do as a tier 8/9 against a superheavy that scrambles like a medium.

Share this post


Link to post
Share on other sites
14 hours ago, lavawing said:

turbocharged 54 Mod 1/Renegade is going to be hilarious at tier 8

I M A G I N E

Honestly I wonder if food and/or 10% gas+turbocharger+grousers+improved rotation mechanism would actually be viable on the Renegade. Instead of a fast heavy you are now a giant undertiered medium.

Given though that tier 8 mediums are currently pretty weak I think this detracts from the usefulness of this setup somewhat since bullying irrelevant tanks even harder isn't necessarily the way to win games. Still would be fun for the memes, like imagine just booking it up the Mines central hill at 50 kph and utterly destroying the shitter FV4202 or whatever that decided to contest you for it.

Or you catch another heavy who's isolated and instead of trading shots like he expects you start circling him to death, huehuehuehue

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...