Artillery Rework Proposal

Hello everyone,

as you know, artillery is one of the most heated debate subjects, when it comes to World of Tanks. Some hate it, some love it, but one thing is for certain, no matter what you think or how angry you might get.

Artillery is here to stay. It won’t be ever removed and I am really glad it won’t.

But, with that being said, nobody’s saying there’s no room for improvement or change. Generally, I consider the artillery in World of Tanks relatively functional, expecially with the latest Battle Assistant mod, that makes it MUCH more fun to play – not giving you an insane advantage, but rather giving you improved situational awareness.

Anyway, some people recently asked me “how would you make arty better for everyone?” – okay, here’s my idea what I would do. This would also be applicable to Armored Warfare, as it seems they basically cloned the artillery mechanism for now (however, it was already stated it would be reworked for artillery to work as “AoE damage”).

Proposal

Starting point: current WoT artillery state

I would take following steps:

- point of view (“satellite” mode) would be reworked from the current system to the system used by the Battle Assistant mod. I am sure everyone knows what I am talking about.
- minimum-size aim circles (max aim) would be roughly 75 percent of current maximum size (no precise targetting with long aim times), with maximum size increased by 25-50 percent, with faster aim times (comparable to current heavy guns, eg. 3-4 seconds)
- alpha would be reduced to current largest TD guns (for example, for the 240mm gun on T92, alpha would drop from 2250 to – say – 700-800, with smaller guns nerfed the same way), ROF would be buffed however to keep effective DPM viable (I’ll get to that).

Now, the big change. Each artillery HE shell would get a massive buff of splash – the splash area would cover over half the size of the maximally aimed aim circle area for that respective gun.

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Straight Outta Supertest: T-54 Proto Nerf

Source: FTA VK community

Hello everyone,

T-54 First Prototype (furthermore referred to as T-54 Proto) was changed on supertest as such (data for 100 percent crew):

- DPM nerfed from 2005,5 to 1955,4
- reload nerfed from 7,479 to 7,671
- ROF nerfed from 8,022 to 7,821

Currently, the stats look like this:

Tier 8 Soviet MT
Hitpoints: 1400
Engine: 520 hp
Weight: 35,5 tons
Power-to-weight: 14,65 hp/t
Maximum speed: 44/18 km/h
Hull traverse: 44 deg/s
Terrain resistance: 1,055/1,151/1,822
Turret traverse: 45,9 deg/s
Viewrange: 380
Radio range: 700

Hull armor: 120/90/?
Turret armor: 180/120/?

Elite gun: 100mm D-10T
Damage: 250
Penetration: 175
ROF: 7,821
DPM: 1955,4
Reload: 7,671
Accuracy: 0,345
Aimtime: 2,4s
Depression: -6

27.12.2014

Again, not much today (which will likely last until mid January, because, you know, orthodox Christmas and all that)

- Q: “One of the HT individual missions is to ram two vehicles to death in one battle. That’s impossible, did any developer ever do that?” A: “So, you want to compare statistics with me? :D P.S: No offense”
- LT8 gold ammo penetration will not be nerfed
- regarding the real life IS-7 loading mechanism – according to developers it’s not an autoloader, more like a mechanized loading assistant
- apparently the winter fun mode will come “soon”

Posted in Q&A

2S5 Giacint-S in Ukraine ATO

An interesting video, showing the Ukraine forces shelling the terrorist positions with heavy artillery, specifically the 2S5 Giacint-S 152mm SPG. Notice the loading of the SPG from behind, probably not very safe to stand behind it when it’s firing either.

 

 

Giacint-S is a Russian (Soviet) 152mm self-propelled gun, developed by Uraltransmash between 1967 and 1974 as a reaction to the insufficient firepower and range of older Russian artillery, used at that time. It was produced between 1976 and 1993. It is equipped with a 152mm L/47 2A37 gun, capable of firing at maximum range of cca 33 kilometers. The vehicle carries 30 rounds As most self-propelled guns, it’s very lightly armored (15mm), it weighs 27,5 tons and is powered by a 520hp V-59 engine, allowing it to go as fast as 62,8 km/h (although operational speed is more around 30 km/h).

Ukraine had a couple after the breakup of the USSR and in 2013, 24 were still in active service. Around 2000 were produced in total.

Tier 10 Polish Heavy…

Source: http://yuripasholok.livejournal.com/3993141.html

Hello everyone,

this is how Yuri Pasholok and his colleagues (I assume he wasn’t the one rendering it) reconstructed the Polish “Lem” tank, also known as Czolg P, or Czolg Pancernik. For those who do not know – it’s basically a design, submitted by famous Polish scifi author Stanislaw Lem to Soviet armed forces during the war.

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The vehicle picture was reconstructed was made using elements of Soviet technology from 1944-1947. Actually, it’s a nice tank, isn’t it :) Save for the AA “tumor turret” on the back anyway.

Too bad a Polish branch is practically impossible to build, it would be a nice tier 10 – but who knows, maybe it will appear in the game one day too (knowing Wargaming, as a Soviet tier 10 reward tank, which would be the ultimate trolling).

If you are wondering, the inscription means “invincible”.

As Usual: 9.5 Live Oaks Fail

Thanks to Scrapheep for this one.

Hello everyone,

I don’t think this needs much explanation. Either in 9.4 or 9.5, Wargaming screwed up the hitbox of some Live Oaks buildings. But a demonstration will serve better than description:

 

 

Basically, what you see here is building collision model (hitbox) not corresponding to the visual one, causing the shells to be blocked by invisible barrier. Usually it’s city maps suffering from these issues, in the past same problem emerged on Ruinberg, Himmelsdorf and Stalingrad had it too (some of these were apparently fixed in 9.5). Meh.

Of Achilles and M10 Armor

Hello everyone,

some of you guys (thanks to Listy for this particular thing) might have noticed one thing about the new 9.5 branch. We basically have to relatively identical vehicles in the game – the M10 US TD and the Achillers, which are mostly identical (Achilles is simply a re-armed M10), yet they – in the game – have quite a different armor. Check it out – the M10:

m10

And the Achilles:

aci

Basically, as you can see, the frontal Achilles armor is mostly 38,1mm thick (with that red part being 50,8mm thick), the sides are 19,1mm thick, the mantlet is 57,2mm thick and most of the frontal turret is 19,1mm thick with 25,4mm sides. On the other hand, the M10 front is entirely 51mm thick (with the red part being much larger – and 114mm thick), the sides are roughly equal (19mm) and so is the mantlet, but the entire turret front is 57mm thick and the hole behind the mantlet is much smaller. What’s up with that?

Well, that’s because M10 is ridiculously overarmored in the game. It’s the same story as with other models – M10 is quite an old model and back then, historicity was not that important as it is now for Wargaming (well, unless they decide to implement some made-up shit again anyway), that’s why it ended up with much thicker armor than it should have. In any case, it’s quite likely that when it is reworked to HD, the M10 armor gets nerfed to the Achilles level. The M36 Jackson has the same issue by the way.

Still, it’s very likely this will be compensated by buffs in other areas, so…

T-54 “First Prototype” – Couple More Pics

Source: FTA VK community

So, this is how a model looks without any textures. Not much to see here, yet. But, if you are interested in the history of the model, you can read this article – as you can see, it’s relatively old, as the vehicle was announced more than half a year ago as a replacement to the failed T-44-85, which might actually still appear in the game, possibly rebalanced one tier lower. Various issues left it postponed till now.

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