These adjustments will help us level the effectiveness of all vehicles relative to each other.
Changes to the HP for Tank Destroyers and Individual Vehicles
For third-line tank destroyers (i.e. poorly armored vehicles such as the Grille 15), we will reduce their HP pools by about 5% (considering rounding). For some tanks, its parameter may reduce very slightly. This is due to the fact that we’re adjusting the rounding formula.
HE Shell Damage and SPG Durability
Some players pointed out the 22% increase in artillery shell damage was too significant, which were confirmed with our test results. Therefore, we will increase the damage of standard shells by about 11%, instead of 22% as was previously announced.
In addition, we’ll slightly reduce the HP of SPGs by around 10%.
During the first iteration of testing, many of you left your feedback not only on specific changes in shell mechanics, but also related areas, such as in-game economics, Personal Missions, and statistics.
We know that these are very important aspects of our game, so further testing will certainly be required before we implement changes. Let’s review some of your key concerns!
Personal Missions
Most Personal Missions are in one way or another connected with dealing or blocking damage, so only after obtaining the final values ??of these parameters can we reconsider the conditions of the missions. Stay tuned for further updates!
Changes in the Economy
Until we have finalized the ratio of damage to HP values, we cannot determine the optimal purchase and repair costs for vehicles. We will certainly keep this for further review, together with the profitability of battles. Our main goal is not to make fundamental changes and try to keep the balance of expenses and income of the player at the same level as now.
Game Statistics
Some players raised concerns that after increasing the number of hit points, the game statistics (average damage done, average experience earned per battle, etc.) would no longer be relevant. This is an important issue, and we’re working on a number of possible solutions to resolve it, which might affect the way statistics are displayed. As soon as we have a prototype ready for this functionality, we will introduce it to the Sandbox.
HE Shell Damage
We don’t plan to change the settings of HE shells at this time; however, we will continue to closely monitor their effectiveness. We would like to make sure that they are used mostly when:
- Firing on poorly-armored vehicles or targets with low HP
- Resetting base captures
Overall, HE shells should deal slightly more damage than AP shells, with the latter penetrating more often. Our current priority is the rebalancing of standard and special shells, while HE shells will be considered for revisions after this iteration.
Ammo Rack Capacity
Tier I-VII vehicles: Ammo rack capacity was proportionally increased to compensate for a more noticeable gain in their durability compared with the increase in their alpha damage.
Tier VIII-X vehicles: Their durability and alpha damage improvements approximately balance each other out, so they don’t need their ammo rack capacity to be increased yet. Of course, we are aware that when changing the ratio of the use of standard and special shells, it may be necessary to increase the ammo rack capacity of individual tanks, so we will examine this issue in future tests.
why is it so hard?? lower the alpha of gold rounds. problem solved
the problem comes in when you have some with premium tanks seeing that as a nerf to their vehicles and raising a stink
Because money
Lower it to much, and noone will shoot the special ammo anymore… so no more credit sink
-> you can see the problem for a credit selling company?
WG: gold ammo is a problem
WG: let’s test and rebalance
Also WG: let’s not test….RU tanks like the HEAT-54