World of Tanks

World of Tanks: Developers Q&A – March 2019

What’s next for artillery? During the previous stream, you told that should changes prove inefficient you would reverse arty to its previous stage. It’s believed to fail in fulfilling the role you designed for it and became even more toxic and damaging because of stun mechanics.

We aren’t going to remove stun mechanics altogether. It would lower its damage per battle, while also increasing damage per shot. Having it with stun in-game keeps players from grouping into packs and being inactive. It forces them to spread, change positions. Essentially, it makes the overall experience livelier due to its psychologically discouraging effect, stun and damage. That’s how it fulfils its design purpose. It needs to be toxic, the question is “how toxic is too toxic.” That’s what we’re working on atm. Instead of removing stun, we’re working on improving it. The 3-step stun revision plan has been revealed already and will soon get tested

The first step is lowering the effect of stun on vehicles that are already stunned: any further stun for them is going to be reduced by ½. Simultaneously, we plan to change minimum stun duration and the distribution of damage from the splash depending on the distance from the tank to the centre of the explosion.  Should this first step work, we’ll proceed to the second one and then there’s the third and most drastic step that involves returning AP shells. The latter, however, will work differently than regular AP. The plan is to give players choice between damage that’s lower, covers a larger area and has splash effect enabling damaging several targets or an AP damage that is likely to send an enemy back in the Garage but also has higher risks of missing the target.

Timeline for revision: Step 1 is coming to an end atm. If all goes well, we’ll delay steps 2 and 3 until further changes are necessary for the balance of artillery. The only issue that’s particularly toxic about stun is the ability to continuously stun an opponent and thus make them useless for their team for an entire battle. That’s what we plan to fix with the upcoming revision.

When we introduced stun, we lowered the single-shell damage for arty. The thing is that now stun stops a vehicle thus increasing a chance to get another stun, which in turn leads to artillery inflicting the same amount of damage per battle as before the introduction of stun. The difference is the inability to one shot a vehicle. This total damage per battle needs to be lowered for arty. The inability to keep an opponent continuously stunned should help with this.

Will you revise personal battle missions simultaneously with arty rebalance?

It’s impossible to do those two things simultaneously. First, we need to collect stats on rebalanced artillery for at least four weeks of stats and a further week of analysis and then some additional time to change mission conditions (not much here). So, the overall turnaround is one update in the positive scenario and two in negative.

Will you reduce the number of SPG per battle?

No, we won’t reduce the number of SPGs per battle. Statistically, 10% of battles are played without arty at all, around 30% have one SPG, another 30% with two SPGs, and another 30%– with three SPGs. Let’s say we limit SPGs to two per battle, then there will be zero battles with no arty, around 10% with one artillery and the rest with two artillery. It would be worse than what we have right now: an average of less than 2 artillery per battle.

We’re also looking closely at Ranked Battles and there is usually two artillery per battle there. The mode is slower and more fit for arty, so we’re fine with it. However, it led to changes in hit maps and battle “choreography.” If you look at how a Random and a Ranked battle unfolds on the very same maps, the difference is drastic.

Are plans to tackle team damage issues, both involving arty and in general?

We tried it disabling team damage in Frontline and now plan larger testing. If it works out, chances are high that team damage will be disabled for good in the 2nd half of 2019.

Gold shell and ammo prices. You promised to change a year ago, yet nothing happened.

Within around two months, we’ll test Gold shell rebalances in Sandbox. We’ll start with their technical parameters and then revise its pricing. If core gameplay with revised parameters satisfies players and us (i.e., +/-2 battles are comfortable), we’ll continue with pricing.

The ammo rebalances will lead to battle setup changes. How will you regulate it?

First, we need to see how they’ll change. That’s what we’ll do in Sandbox. The testing, as we see it now, will feature either across all tiers or IV-X. We liked the results from Supertest, which is why we’re proceeding with a bigger testing phase now.

However, from experience, Supertest results aren’t always representative. Testers don’t have time to digest changes. The very same people playing in very same conditions for a longer period of time often have different, sometimes completely opposite judgements on changes. So, let’s wait for bigger testing and get back to this topic after it.

What will you do with tanks who become insufficient when played without Gold shells?

When rebalance occurs, it’s likely to involve all shells, not just Gold ones, as well as armour, ammo group, and economics. It’s going to be a set of comprehensive changes. We’ll offer players a setup we have in mind on Sandbox or during an event, like Classic, and listen to the reaction to the change.

Maps Blacklist and returning old maps.

  • Blacklist is in the finishing development stage atm. With blacklisting, you’ll be able to choose one map that you don’t want to play on. This way you won’t get it. If you’re playing in Platoon and your Commander blacklisted a map, you won’t get it as well.
  • We see how positive players are about Frontline. It needs more new maps. That’s why we’re focused on adding new rather than reworking old. The only exception is Kharkov.

Bug fixing:

  •  We’re reworking map collision models to fix the bug when a player can damage an enemy tank by literally shooting in the air.
  •  “Jumpy aim” bug – when targeting a hill that has nothing behind it, your aim would go upwards or remain where it should be, yet a shell would go upwards. There is work towards fixing this.

Matchmaker

  • Map blacklist can’t happen with the current mm setup. So first we need to revise matchmaking, which is already happening (tests in EU and Asia). The global mm revision is scheduled for April 3rd. It’s going to be a seamless switch, no patches or extra downloads for players.
  • The revised matchmaker should improve the experience for Premium tanks with preferential matchmaking and mid-tiers (VI and VII), provide for more even team setups, and more.

Mods & Anonymizer

  • The mod that allows players to see your nickname and stats – We have a concept for fixing it. One variant here is similar to the Fog of War on the Global Map. However, we need to study the aftermath of the case when all players choose to anonymize their name and stats. We’ll be working on it and release a certain version of the solution this year. We can’t confirm that it’s going to be final.
  • We aren’t planning to block XVM.
  • Commander’s Camera, collision model, force multiplier factor and deflection shift for sniper aim – are all in backlog. Small improvements require just as much time and effort as big ones, especially in terms of QA. Every improvement has several interdependencies and can have a domino effect. So, we need to make sure we aren’t breaking something bigger with a small fix to something else.
  • Prohibited mods: Ban waves will continue. Yes, we view them as an efficient method to reduce the number of cheaters. We’re also considering a comprehensive program solution to make using mods technically impossible. For example, signing for mods, inability to install mods without an approval, closing battle interface. We’ll be testing these, whether publicly or in silent mode.
  • The current client architecture doesn’t allow to fully close it.

Voice chat in-game

We didn’t work on it in the last few years, because of two things:

  1. A lot of third-party solutions came to be so there’s a choice.
  2. We have fully outsourced this service to a provider: Vivox.

eSports

  • The old eSports format simply didn’t work. World of Tanks gameplay isn’t fit for eSports, and it can only exist through huge investments that don’t pay off. We limited competitive to regional 3×3 and 7×7 tournaments and Clan Skirmishes. If we see that this regional tournament ecosystem is booming and creating the necessary foundation to re-establish a pro league, we’ll work on it.
  • When we started working on eSports, we chose to do it ourselves: organize events, manage contacts, etc. We simply didn’t know how to work with big eSports companies. Eventually, we started working with the likes of ESL and StarLadder. We watched the performance for quite some time and realized that it’s not growing natively and would only exist through investment, providing niche entertainment.
  • We accepted that we chose the wrong way initially and made a difficult decision to close eSports division, re-channelling recourses and money into improving core gameplay.
  • We are looking into an option of solo eSports within player personal achievements. Here we worked with Rostelekom, launched Tank Aces, Blogger Battle. We see potential in such an approach and will continue working in this direction.
  • eSports broadcasts that don’t have paid traffic and marketing can’t compete with Random Battles streams from key streamers.
  • Tournament functionality remains and is being worked on together with key steamers. We received feedback in August. The technical task was prepared and handed over to developers. Currently, in backlog, we haven’t started on it yet because there are higher priority improvements.

Wheeled vehicles in Random Battles & Frontline

  • We’re working to adjust Frontline to wheeled vehicles and swift Light Tanks. Changes will be rolled out to a separate cluster for testing. Should they work out, we’ll introduce them for all other clusters.
  • For Random Battles, there are not enough stats for top-tier wheeled tanks yet. We’ll continue gathering them and watch closely how the battle duration and wheeled vehicles ratio in battles change. The SPG rebalances in 9.18 taught us to accurately measure the response of different audience segments (in-game behaviour and stats) and approach each change iteratively. Now we have a sound monitoring system that allows us to track how wheeled vehicles perform in-game and how they affect gameplay overall. Should there be an imbalance, we’ll step in to fix it.
  • Wheeled vehicles won’t get nerfed until we gather enough stats to prove it’s necessary. The charge mechanics will not be brought back.

Rebalances of Type 4 Heavy, the Type 5 Heavy, and the FV4005

Both Japanese heavies will have the stats of their top guns (14-cm and 15-cm) tweaked:

  • Rounds will increase in armour penetration (from 249 mm to 252 mm for the standard shell and from 282 mm to 290 mm for the special shell).
  • The damage of the 15-cm cannon basic HE round will decrease from 1,100 to 900 points, and the special round will change from HE to HESH
  • Armour penetration will increase to 192 mm and damage will decrease from 1,400 to 750 points.
  • The top Japanese heavy will become more mobile, gaining 4 km/h in the top forward speed, 3 km/h in top reverse speed, and 3 degrees in hull traverse rate.
  • Its specific power will grow, and gun dispersion on the move and while turning will decrease.

These stat adjustments are to lessen the HE damage share in the overall output of the top Japanese heavies, without revising these vehicles’ basic concept. The changes will make the 15-cm gun less efficient, especially against high-tier adversaries. At the same time, the alternate gun will fare better, in part because of the general changes to the parameters of the Tier X tank, and players will have a more substantial choice between the two playstyles

FV 4005:

  • The top forward speed will decrease (from 35 km/h to 32 km/h), and the top reverse will drop from 12 km/h to 8 km/h.
  • The same will happen to the engine power (down to 850 hp from 950 hp) and the hull traverse rate (down to 26 degrees from 30 degrees).
  • The gun itself will have less accuracy (with dispersion upped from 0.38 to 0.42) and will take longer to aim (3.7 seconds vs 3 seconds).

With these adjustments implemented, the FV 4005 will retain its key feature—HESH shells with high armour penetration allowing for colossal alpha—with the overall effectiveness of the vehicle decreasing only slightly. The FV 4005 will continue to be a mighty combatant able to take out an enemy with a single strike, yet it will need more time to prepare that shot.

Perks Rebalance

  • Rebalance of perks that grew outdated and/or never were really popular will involve either replacing them with other perks or changing how a perk works.
  • Granting six sense to all tank commanders by default
  • Ability to store and pass over Crew experience
  • Redesign of Crew UI
  • Most likely, removal of Barracks, if it proves possible

We’re leaning towards leaving just one Commander for a tank who’ll represent an entire crew. However, it’s just a concept as of now. Right now, we don’t have an answer on how to rework and reimburse players who poured money and time into training Crew members.

Crew re-training

This was designed to avoid storing all data on player’s crews and tanks, which is pricy and won’t be in high demand.

High-level content. What to do when you finished the game? (researched and unlocked and upgraded every tank to top modifications)

Within two years, we’ll present something that would satisfy those who’ve “finished” the game. At the same time, we’re working on evolving Clan Wars metagame (added Alliances). We have a “Game of Thrones”-ish idea for it that is in the works, too.

The reworked Ranked Battles will become a regular event mode:

  •  A new system of ranks
  • Experience will be calculated differently (and if this new system for experience works it’ll make its way to Random Battles)
  • New rewards for most efficient players
  •  More opportunities to spend bonds

Bonds

Following the next backend Shop update, players will be able to buy tanks with Bonds. There will be no sales for Bonds. There are plans for alternative ways to earn Bonds.

What tanks are going to get nerfed? What buffed?

We need to test ammo rebalances first. All vehicle changes depend on this test.

Historical Battles; will their return?

Soon we’ll launch a historical event built around WWII. It’ll feature PvE.

“Challenges” – Chain mission events.

Current missions within “Challenge” events offer near perfect balance:

  • Highly skilled players succeed in missions and get a new premium tank for free
  • Average players make certain progress in missions and buy a premium at a lower price
  • Those who want to buy it, buy it right away at full price

Rapid-Fire Q&A

  • “Mastery meter” – There’ll be a visual “mastery meter” that a player could have on their vehicle. Not in 2019
  • Training Room for one person – No, as it adds just as much load on the server as a regular battle.
  • Testing a Premium tank before purchasing it – no such plans
  • Server replays – not in the nearest future, they’re in development but the progress is non-existent. Server-side issue: Every server update efficiently wipes all replays, and we need to figure out what to do with it. Client-side issue: To replay a past battle, vehicles and map geometry should be exactly the same as they were when the battle occurred, otherwise they’ll be odd bugs.
  • Mechanic to restore vehicles that get stuck or turn over – Not a massive issue; will return to it after resolving the issue with friendly fire. We’ll consider making an indicator to inform teammates in the team list.
  • No voice chat in Random Battles

25 comments

  1. I missed those Q&As, thanks for that. Seems to have been a long time without a proper update.

  2. I see a lot of positive changes, but I know there gunna be a lot of whinny people. People are gunna want compensation for barracks and training sixth sence.

    1. As they should. It’s not whining. If you think it is maybe go play Minecraft or something your age.

    2. For barracks we should and will receive compensation some sort.
      For skill the same thing will happen when they brought in news skills in the game on top of the original 3. = They reset the crew members training without any xp loss.

      The interesting part is if they reduce crew to one per tank what will happen the others. I have 100 tank with approximately 600 crew total (lazy barrack dwellers included.)

  3. I somehow smell big disaster…They will change a lot of stuff, but nothing that really matters to ordinary players…Why messing with perks? Nothing can compensate me for my 7 perks on Lorr 40t…Why changing Type 4, 5? They are pretty useless even now. They should just admit they created idiotic (annoying to play them and to play against them) tanks and replace with new ones. Like they did with S. Conq. How to rebalance E100? Replace it , with new competitive, well balanced tank. By replacing outdated tanks with new balanced ones you get satisfied players with choice to pick multiple good tanks and play they favourite nation. Why messing with gold ammo? How to pen S. Conq, Conq hull down? How to pen Type5, 4? How to pen even Defender hull down?You need to choose wiselly? Yup. And what if MM 3-5-7 puts you in bottom tier against 8 of those hard to pen even with gold? And you have let’s say 5 gold shells (after they downsize number of those)? Somehow I sense it would become impossible to pen anything and people will get frustrated with too much armour. Just fix arties, MM, maps (more of them and less corridore maps) and replace outdated/impossible to fix and from beginning idiotic tanks (like Type5, 4). Waht’s the purpose of wheeled wehicles? To screw up game? You can’t take initial position to place first 1-2 early hits because some noob in wheeled shiatt will spot you 30m from your cap. What’s purpose of light tanks now? They are not fastest, they don’t have best wiew range (meds have same wiew range and maps are small that even some heavies will spot you). Whats left? To fight those 100km/h with devastating HE shells? Lights are pretty helpless now. So wheeled wehicles are too falling to the category “idiotc from beginning” category and need to be replaced. To summarise, all changes you are planning to introduce are not needed and completely missing the point. Once again, fix MM, maps, introduce/replace old outdated tanks (new ones like S.Conq, new French line, etc are more than wellcome). It’s not so hard.

    1. And I forgot to mention FV4005. They are just fine by me, BUT, is it just me that I don’t like being oneshoted? Those things are pretty popular these-days. Somethimes when MM puts you against 3-4 of them plus couple of their cousins 183 you can’t move nowhere or you go directly into garage. Maybe just to limit the number of them in one game like arties? And also for those comlaining and whining about “Russian bias”…. 430u is not OP at all. Too sluggish for med. Too inaccurate and abysmal shell velocty, unable to hit anything at long even mid range or fast moving targets. In same time going in brawl is suicide, cause tanks like 5A, S. Conq or even well positioned IS7 will eat you for brekfast. Heat goes right through your turret like through butter. Where 430u excels is only bulying low tiers. 268 v4 is a joke now. Anything 220+ pen will go through your mid plate like charm. Also lad gold and pen arround gun mantlet, easy. And there is cupola as a last choice.Inaccurate to snipe. Turretless. Not OP at all. Defender? In current MM? Wouldn’t change my Progetto or Lorr for it, no way. Defender has one of worst guns in game. Long reload. Blind as a bat. You need to go brawling agains tier X heavies. I laugh a lot when I met it in my 5A or WZ111 1-4. Load heat and fssss. Right besides gun. Angled defender? That pike nose or paper sides? Only Russian thanks which are OP are 277 and 907. Borderline OP. Bad player will suck in them as in any thank. They are no ‘miracle’ tanks. How many people play 430u thesedays? Not much. Not enjoyable tank to play. I pull my hair and scream when I try to hit lower plate from 150m and I hit track or even turret. E50, Patton, 50b (actually can snipe with that tank pretty succesfuly, can dump clip 1600 damage, can finish off 3-4 crippled tanks, fast as hell), progetto and couple of others are WAY MORE fun.

      1. I couldnt say better. Your reasons are so true.

        “The global mm revision is scheduled for April 3rd”

        maybe it will fix tier8 and lowers

      2. what you are missing about 430u is that it is medium, and it gets matched against other mediums while being close to heavy tank. Obv brawling is7s and super conqs is no bueno, but when you are matched against leopards and 121s you can eat them for breakfest

  4. None…..you still don’t get it. How is my idea of playing medium? Go fast, take position and hit early 1-2 shots. Than, go back snipe a bit, wait untill game starts to unravel. Than after a while, go close and take advantage of unaware heavies brawling with other heavies and shoot them from rear/behind. After that rush, rush, rush and finish off allready crippled tanks. More or less like that. Obviously not every game is the same. But unlike very adaptable, let’s say E50M or Patton or Proggeto or Skoda or heck even 50B or Scorp in tier 8, wich can do all of that , 430u is simply bad at mid/long distances. Also hitting fast, agile targets is simply immposible because abysmal shell velocity. Not adaptable tank. Bulying lower tiers from close range – best tank ever. Everything else mediocre and sniping really bad. Even some hevies have better gun handling, shell velocity.

    1. I get what you are saying, but its not that simple and you still dont get some other very important things, having heavy like armour and being matched against other mediums is BIG advantage. Just look at global winrates, obj 430u has one of the highest winrates. And this is also why you get a lot of 14:2, 13:1 etc games, because tanks are not properly matched up. If one team gets type 5, 430u and 268v4 and other team will get 50b, e50m and grille, in theory everything seems fine heavy vs heavy, med vs med, td vs td, but one team has BIG advantage in armour and in most maps they will just rape other team, most maps are corridor type in this game, and armour is way more important for winning games than ability to snipe. If you take tank like 30b, you cant do anything besides trying to find some free damage in the start by supporting or sniping, if you are matched vs leo its not a problem, but if enemy team gets 430u, it can go in front and make much bigger impact in the game while you just cant. Not even talking about fact that 430u being medium can rape most heavy tanks in this game

      1. Type5 is a joke. I wouldn’t trade 50B for Type5 on any map. Even Ensk. Thing has derp gun wich takes 400-500 damage every 20 sec. Yup every month you take someone 1000+. When against them, take one hit if it doesn’t miss you and rape it. Facehug for tanks like IS7 or simmilar is also valuable tactic. This thing is just annoying because you can’t sidescrape, hull down or anything agains it. Annoying for driver and opponents. 430u? Hmmm, you mention some statistics, ….well, just wait untill enough noobs put their hands on it. Statistic can produce false conclusions also. Statisticly speaking, per minute Boban Marjanovic former La Clippers, now Philadelphia is better than Lebron James when on the floor. Scores more, jumps more, his team behave better…Does that mean that Marjanovic is better? If you put a noob in a tank like stupid Defender in current MM, and noob because of the more hp and better armour scores 2 shots instead of his usual 1, and he dies in Lorr without doing no damage because high skill level required for Lorr. Is defender better? Statistically yes. In reality no. Playing 430u isn’t fun at all. Gun is horrible. Tank is sluggish. I don’t see them alot arround. People would paddle stats if it’s so broken, like they did at beggining with Bobject. E50M is for me waaay more fun, and I can deal same amount of damage, roughly with it. Bobject is better than Grille, of course, becaue Grille is utter garbage. OP? Not a chance. Also turretless, unprecise brawler. Somehow brawl, and no turret is demanding and annoying for me. It’s not like you have hull down E3. It’s relative easy penetrable brawler with no turret. To summarise I would take 50B and E50M in my team without much of a thinking. Grille? No thanks.

      2. Also I forgot to mention…how many times you picked the wrong side with slow tank ie Type5? You cursed probbably that tank and stupid enemy because they went all other side. How meny times you brake enemy flank, fought like mad, just to see how 50B flies by and take all the cream? Not remotely comparable tanks. 50B is like 5x better, 90% of a time. Can snipe, can dump clip fast and run, can relocate, change flank, decap if needed etc.

      3. 430u is not a new line in this game, people got it for free and if they didnt have it researched earlier, than grinding it was very easy as you start from tier 8 and tier 9 is also very good tank, so noobs dont have it argument doesnt work for this.
        You still missing my point, in a vacuum yeah that tank is fine,some people dont like it and I also dont like it, not my style, but if you consider all things together like fact that it is basically a heavy tank which has medium tank matchmaking, and exactly this is what makes it good for winning games and this is also why it has very good winrate.
        Its about how do you counter tank you are matched against, tell me how are you going to counter alright positioned 430u in your medium tank. E50m is big joke compared to 430u, what are you going to do? go outsnipe it? 430u will just murder you…at least when Im in 430u and I see e50m Im rubbing my hands for free damage and exp I will get from it

  5. Tanks even if matched by MM don’t go to play 1vs1. If enemy team gets IS7 and my gets 50B would that mean that they will go head to head? No. Probably enemy “heavy side” (most of the maps are played that way) will have one more tank. My team will have 1 tank more on “medium side”, or 50B will lurke from behind to eat someone like prodigy. Or who knows. Really it depends to skill of a players more. How many times you saw 5A’s, IS7’s , or simmilar tried to rush rhe side and being met by skilled ” snipers” and whiped out? It’s not simple either as you say to have 430u and rush. Or simmilar tank. All current tanks (old wich are not outdated, like mentioned 50B, or E50M) have their rolles and they are no inferior to russian counterparts at all. Thing is owerblown (intentionally or not) like simmilar type hysterical claims before. Hype about Defender, hype about Type59 etc…Maybe even WOT paid trolls are intentionaly spread rumours about “OP” tanks so you people can hurry to buy them or dump gold on free exp to get them first.

    1. Regarding “if I met 430u”, well positiond what would I do? Load heat and hit it trough turret. And my turret is smaller than yours, and your gun is less precise. And my gun mantlet absorbs some of shots to. Played E50M? You should know that. But another scenario. You are at Malinovka, Prokhorovka or any other sniping map. Can you snipe circling spotters? No. Can you accuratelly hit anything? No. You can snipe at just about any map with good tank. That too many ” corridore map” thing is overblown too. To push russian bias narrative. There are many different maps and they are many different ways to play them. And different playstiles. Autoloaders matter, snipers matter equaly as brawlers.

      1. And conbination of fast, relatively tough and precise tank like E50M is well suited all arrounder for all kinds of maps. Not in vacuum but in game. Statistics? As I said can misslead to wrong conclusions. And you said your self, you don’t like 430u, most of my buddies don’t like it, I don’t see them much in randoms…Why? If it’s miracle tank. Probbably because it isn’t.

  6. “The old eSports format simply didn’t work. World of Tanks gameplay isn’t fit for eSports, and it can only exist through huge investments that don’t pay off.”

    This coming from WG just makes me angry. Well at least they are honest about their intentions and incompetence approaching eSports.

    1. Yeah, why not reset your bank account annually? lol Makes no sense. That would make you never know how you actually performed at all… lol

    2. Actually just determining skill for only the past 8, or 12, months might be a good measure of current skill. Having the Match Maker consider player rating might also help in generating more evenly balanced teams too.

  7. I am one of those (insert your favorite put down) arty players (I play 70% arty 30% everything else) and I do understand the frustration of being hit out of the blue by someone that I have no chance to see, or shoot back at,. However the one change that WG needs to make to arty is to increase close up damage so that arty, who is blind, low armored and loads slower than any other vehicle type, can have a glimmer of hope of defending itself at close range, and of winning a 1VS1 at the end of the game.

    1. Sometimes when I’m playing with my buddies in platoon and I wanna eat something and don’t wanna skip the next game I make my self a sandwich and choose arty. Is that fair? I eat sandwich, drink soda, watch game on TV and still able to play. And in the same time I ruin a game to a guy sweating, whiggling, sidescraping, hull downing etc. And maybe to a guy who is probbably 2x more skilled than me. Is that fair? Some guy scratching his ba lls with one hand and clicking with other screw me up from other end of the map with virtually no effort at all. It’s more demanding to play a “snake” than arty. I know, playing arty on I high level reqires some skills like counter arty, blind shots, positioning etc, but to play on low/mid level wich still has enormous impact on the game is way too easy. Last night got shot (splashed) in tier X heavy by tier 8 arty for 200hp and my commander, loader and gunner were dead. What about that, bad luck, huh? This game shouldn’t be a RNG lottery…

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