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Nekrosmas

Nekrosmas

Edit: Updated post with some new points.

Keep in mind, this is mostly from a PvE perspective, but this game is 70% PvE players so I think it is perfectly relevant.

The Good, The Bad and the Ugly (so far):

Good:

-        Mobility rework – Credits where credits due, tanks no longer feel like toys on a road, but rather something have weight to it. I especially love how tanks slides around when you turn while going to too fast. Overall movement also become better – you no longer get stuck in the smallest of rocks but rather go over them. The physics now I think feels good - by no means perfect but a big step forward nonetheless. Well done.

-        Ammo selection - Although not perfect, basically giving every tank the ability to do instant ammo switch is a great change and encourage the use of different ammo. In some situations, high tier HE (Am mostly talking about the T14/152’s HE but it also applies to others to a less degree) actually have some use now because they actually do decent damage as long as you aim them properly. Encouraging more use of different ammo in different situation is something I can get behind on.

The (Really) Bad:

Balance problems

This deserves its own section because right now there are couple of tanks that stands out to me being way to strong and way to powerful, and there are also some changes that I don’t understand.

The Armor Redesign and "Weakspots" problem

One of the main features of this update is the redesign of many tank's armor. While I get what the developers are going for, I cannot fanthom why it is done in such a simiplified way. In essence, whenever you see any tank with some kind of armor, shooting its LFP = probably a good idea. More funky weakpoints - like the notorious XM1A3 turret ring, or the T-15 Armata's turret ring under its autocannon (which you can also ammorack if with HEAT/HESH/PISH). Those are all gone. Now its basically shooting the LFP and thats about it. Maybe thats what some of the playerbase want, but as far as I can tell, nobody I know liked this change at all.

There has always been a little meta game going on when you shoot at a tank. Some people prefer to fire APFSDS as their main ammunition because they provide the highest chance of doing consistent damage. Thats perfectly fine.

But more experienced players will learn about the weakspots of different tanks - and firing appropriate ammo at it will help them maximize their damage output in different situations. Firing HEAT at the front of a T-15 is risky, but if you can hit that little turret ring under its autocannon, you are rewarded with higher damage + potential module damage; at the same time, you also run the risk of not doing any damage because it is not a big target to hit.

 Yes - the LFP is easier to pen with APFSDS, but if you fire HEAT/HESH/PISH at the weakspot, you'll do more damage BUT at the risk of not penning at all. Thats something I really enjoy - Now that the devlopers has effectively given every tank instant switching of ammunition type, this changes seems 1 step forward, and 10 step backwards. Its really ashame to see the removal of these funky weakspot and going the easy route of nerfing MBTs' LFP. Please, reconsider such changes.

T-14 (and the 152)

They are unquestionably the best overall MBT in the game now. They are not slow – armor contrary to others did not get changed much so the playstyle is similar; The relatively small LFP weak spot is easy to hide, while the unmanned turret is a big plus as always.

However, they now have >1000mm pen ATGMs that function like HEAT-MP + has 1000mm Pen HEAT-FS that does >1000 alpha again, and perfectly good APFSDS that has good pen. Its DPM is also now among best in class (second only to the Merkava 4M) on top of its huge alpha potential; I can get up to 11000 DPM with HEAT-FS with retrofits and Douglas. That is NUTS.

Their mobility feels decent – while not the fastest its certainly faster than the slower MBTs (like the Merkava and the ATDU). Also comes with very fast turret traverse to boot.

T-14 152: Similar problem to the T-14, only it has now 1050 alpha with standard APFSDS.

The T-14 Armata family is no doubt the winner of this rebalance. They are *the jack of all trades*, master of everything tank. I am not quite sure this is intended.

Challenger 2 ATDU

Look how they massacred my boy.

The ATDU is supposed to be the ultimate doom turtle that is accessible through the tech tree. Now it has huge LFP weakspot…for what? On top of that, the side armor is completely destroyed.

One of the ways you tank with the ATDU is you over-angle with it and you can hide your LFP weakspot while eating up shots with your sides – that is now no longer possible thanks to the enlarged LFP weakspot and the massacred side armor.

In comparison – this is the T14’s new armor. I am shooting T-14’s own APFSDS at both tank to demonstrate how ridiculous of a change this is.

spacer.png

 2BS5XIk.jpg

This has to be a cruel little joke from the developers….

Basically, T-14 has a smaller LFP weakspot, MUCH faster, has amazing HEAT-FS and ATGM, Unmanned turret, >3 seconds faster reload; ATDU has....? It’s not just better in PvE, its better in PvP as well.

This change destroyed ATDU's “thing” and compensating elsewhere is missing the point. Its armor was fine as is – its easily flanked, and it doesn’t really shoot itself out of trouble very well either. We tolerated its poor mobility and gun because it is the doom turtle.

Bonus: ATDU's PISH

Previously (or as working in 0.32 right now) – PISH is not that strong but it is a very fun, and rewarding round to use if you take the time to aim for ammoracks and modules. Now, not only it does pitiful damage, its module damage is so low that sometimes you need 2 shots to kill any modules – effectively completely destroying PISH. Why is this change needed? It wasn’t brokenly OP in PvP or PvE – it was a fun round for sure but by no means its OP due to its low penetration and require a degree of finesse to use. 10mm of penetration “buff” is completely meaningless and frankly it is unwarranted to nerf it so hard.

Overall, I think the ATDU needs a look at by the developers seriously. It was never the strongest tank to begin with. It’s quite slow, turns slowly, has the worst DPM among Tier 10 MBTs, and the penetration is among the worst (counting APFSDS).

Leopard 2 family

I think this belongs more to the Ugly part, because this is much less of a problem than the other 2, but regardless it deserves a look at.

Leopard 2’s armor is basically paper thin now – right up from the Leo 2 AV to the Leopard 2A6. Its only when you get to the Leopard 2 AX that your UFP actually does mean something. While I understand this is an intended balance feature of the Leopard 2s, I am very not sure about changing them to (Literally) no armor is the way to go.

 ud7Amnz.png

Leopard 2AV - I nearly thought its a Leopard 1.

skGk0hT.png

Leopard 2A5 (A6 is in a similar boat)

 

The Leopard 2AX is slightly better because its UFP is actually acceptable, but I have a big problem with its side armor.

P9QLIFK.jpg

Look – I don’t think it should have 0.32 Challenger 2 ATDU tier side armor, but I think this is way overdone because high tier auto cannons can effectively lol-pen your sides easily from decent ranges. I do not feel like giving it just over 200mm of armor is justified considering the whole of the side of it is covered with Appliqué armor. Considering you have to angle your front already to bounce any kind of shots, giving it a little more side armor would help it a long way to at least not be completely paper thin when it comes to armor.

Their mobility also does not feel that good compare to what was said. I would classify it as mediocre at best – considering their complete lack of armor, I am not sure that is enough to compensate. I would suggest a look into that.

Their gun is good – and thank god for the HEAT-T round which is great in PvE.

The Ugly:

The LT/TD Mobility/Firepower problem

Unfortunately, although the mobility changes are good, I really do not understand the reasoning behind LT nerf over their mobility and firepower.

For many LTs, their acceleration is completely destroyed to a point where MBTs aren’t that much or not even slower than them at all. I don’t think that is the way to go considering how much LT gave up on their armor department to trade for mobility and firepower.

On the topic of firepower – why is the nerf to the module bonus needed? Considering the gigantic DPM buff all MBT received, their gun no longer feels as special as some MBTs also have crazy ROF and much higher alpha damage.

If this is to be carried over to live server, there would no longer be much reason to play an LT because what they are special at (Mobility, and high DPM) are no longer special.

As a sidenote, this change also applies to some TDs – The Wilk XC8 for example now has nearly a 5 second 0-32 speed – that’s horrific for a wheeled vehicle; The Kornet-EM – a tank with no armor whatsoever and also lost view range – was also hurted badly from this mobility change. Considering the tradeoff they made in armor, I really don’t see why it is needed to nerf many LT/TD’s mobility. I really don’t fancy these changes I hope it will be reverted.

The ATGM chipping damage issue

Considering the amount of ATGM spam is in PvE, this is an absolutely disaster of a change. I know that there will be more tanks added to the tank pool, but considering most high tier AFV/TD has some form of missile – I am seriously concerned about this change.

I really don’t see what is the point of this change outside giving more power to ATGM – the damage and penetration buff they received in this patch is already enough to compensate towards the ERA changes, is there really need to change it further to improve its power?

That is all for now. Will do some more testing during weekends.

Nekrosmas

Nekrosmas

Keep in mind, this is mostly from a PvE perspective, but this game is 70% PvE players so I think it is perfectly relevant.

The Good, The Bad and the Ugly (so far):

Good:

-        Mobility rework – Credits where credits due, tanks no longer feel like toys on a road, but rather something have weight to it. I especially love how tanks slides around when you turn while going to too fast. Overall movement also become better – you no longer get stuck in the smallest of rocks but rather go over them. The physics now I think feels good - by no means perfect but a big step forward nonetheless. Well done.

-        Ammo selection - Although not perfect, basically giving every tank the ability to do instant ammo switch is a great change and encourage the use of different ammo. In some situations, high tier HE (Am mostly talking about the T14/152’s HE but it also applies to others to a less degree) actually have some use now because they actually do decent damage as long as you aim them properly. Encouraging more use of different ammo in different situation is something I can get behind on.

The (Really) Bad:

Balance problems

This deserves its own section because right now there are couple of tanks that stands out to me being way to strong and way to powerful, and there are also some changes that I don’t understand.

T-14 (and the 152)

They are unquestionably the best overall MBT in the game now. They are not slow – armor contrary to others did not get changed much so the playstyle is similar; The relatively small LFP weak spot is easy to hide, while the unmanned turret is a big plus as always.

However, they now have >1000mm pen ATGMs that function like HEAT-MP + has 1000mm Pen HEAT-FS that does >1000 alpha again, and perfectly good APFSDS that has good pen. Its DPM is also now among best in class (second only to the Merkava 4M) on top of its huge alpha potential; I can get up to 11000 DPM with HEAT-FS with retrofits and Douglas. That is NUTS.

Their mobility feels decent – while not the fastest its certainly faster than the slower MBTs (like the Merkava and the ATDU). Also comes with very fast turret traverse to boot.

T-14 152: Similar problem to the T-14, only it has now 1050 alpha with standard APFSDS.

The T-14 Armata family is no doubt the winner of this rebalance. They are *the jack of all trades*, master of everything tank. I am not quite sure this is intended.

Challenger 2 ATDU

Look how they massacred my boy.

The ATDU is supposed to be the ultimate doom turtle that is accessible through the tech tree. Now it has huge LFP weakspot…for what? On top of that, the side armor is completely destroyed.

One of the ways you tank with the ATDU is you over-angle with it and you can hide your LFP weakspot while eating up shots with your sides – that is now no longer possible thanks to the enlarged LFP weakspot and the massacred side armor.

In comparison – this is the T14’s new armor. I am shooting T-14’s own APFSDS at both tank to demonstrate how ridiculous of a change this is.

spacer.png

 2BS5XIk.jpg

This has to be a cruel little joke from the developers….

Basically, T-14 has a smaller LFP weakspot, MUCH faster, has amazing HEAT-FS and ATGM, Unmanned turret, >3 seconds faster reload; ATDU has....? It’s not just better in PvE, its better in PvP as well.

This change destroyed ATDU's “thing” and compensating elsewhere is missing the point. Its armor was fine as is – its easily flanked, and it doesn’t really shoot itself out of trouble very well either. We tolerated its poor mobility and gun because it is the doom turtle.

Bonus: ATDU's PISH

Previously (or as working in 0.32 right now) – PISH is not that strong but it is a very fun, and rewarding round to use if you take the time to aim for ammoracks and modules. Now, not only it does pitiful damage, its module damage is so low that sometimes you need 2 shots to kill any modules – effectively completely destroying PISH. Why is this change needed? It wasn’t brokenly OP in PvP or PvE – it was a fun round for sure but by no means its OP due to its low penetration and require a degree of finesse to use. 10mm of penetration “buff” is completely meaningless and frankly it is unwarranted to nerf it so hard.

Overall, I think the ATDU needs a look at by the developers seriously. It was never the strongest tank to begin with. It’s quite slow, turns slowly, has the worst DPM among Tier 10 MBTs, and the penetration is among the worst (counting APFSDS).

Leopard 2 family

I think this belongs more to the Ugly part, because this is much less of a problem than the other 2, but regardless it deserves a look at.

Leopard 2’s armor is basically paper thin now – right up from the Leo 2 AV to the Leopard 2A6. Its only when you get to the Leopard 2 AX that your UFP actually does mean something. While I understand this is an intended balance feature of the Leopard 2s, I am very not sure about changing them to (Literally) no armor is the way to go.

 ud7Amnz.png

Leopard 2AV - I nearly thought its a Leopard 1.

skGk0hT.png

Leopard 2A5 (A6 is in a similar boat)

 

The Leopard 2AX is slightly better because its UFP is actually acceptable, but I have a big problem with its side armor.

P9QLIFK.jpg

Look – I don’t think it should have 0.32 Challenger 2 ATDU tier side armor, but I think this is way overdone because high tier auto cannons can effectively lol-pen your sides easily from decent ranges. I do not feel like giving it just over 200mm of armor is justified considering the whole of the side of it is covered with Appliqué armor. Considering you have to angle your front already to bounce any kind of shots, giving it a little more side armor would help it a long way to at least not be completely paper thin when it comes to armor.

Their mobility also does not feel that good compare to what was said. I would classify it as mediocre at best – considering their complete lack of armor, I am not sure that is enough to compensate. I would suggest a look into that.

Their gun is good – and thank god for the HEAT-T round which is great in PvE.

The Ugly:

The LT/TD Mobility/Firepower problem

Unfortunately, although the mobility changes are good, I really do not understand the reasoning behind LT nerf over their mobility and firepower.

For many LTs, their acceleration is completely destroyed to a point where MBTs aren’t that much or not even slower than them at all. I don’t think that is the way to go considering how much LT gave up on their armor department to trade for mobility and firepower.

On the topic of firepower – why is the nerf to the module bonus needed? Considering the gigantic DPM buff all MBT received, their gun no longer feels as special as some MBTs also have crazy ROF and much higher alpha damage.

If this is to be carried over to live server, there would no longer be much reason to play an LT because what they are special at (Mobility, and high DPM) are no longer special.

As a sidenote, this change also applies to some TDs – The Wilk XC8 for example now has nearly a 5 second 0-32 speed – that’s horrific for a wheeled vehicle; The Kornet-EM – a tank with no armor whatsoever and also lost view range – was also hurted badly from this mobility change. Considering the tradeoff they made in armor, I really don’t see why it is needed to nerf many LT/TD’s mobility. I really don’t fancy these changes I hope it will be reverted.

The ATGM chipping damage issue

Considering the amount of ATGM spam is in PvE, this is an absolutely disaster of a change. I know that there will be more tanks added to the tank pool, but considering most high tier AFV/TD has some form of missile – I am seriously concerned about this change.

I really don’t see what is the point of this change outside giving more power to ATGM – the damage and penetration buff they received in this patch is already enough to compensate towards the ERA changes, is there really need to change it further to improve its power?

That is all for now. Will do some more testing during weekends.

Nekrosmas

Nekrosmas

Keep in mind, this is mostly from a PvE perspective, but this game is 70% PvE players so I think it is perfectly relevant.

The Good, The Bad and the Ugly (so far):

Good:

-        Mobility rework – Credits where credits due, tanks no longer feel like toys on a road, but rather something have weight to it. I especially love how tanks slides around when you turn while going to too fast. Overall movement also become better – you no longer get stuck in the smallest of rocks but rather go over them. The physics now I think feels good - by no means perfect but a big step forward nonetheless. *Well done.*

-        Ammo selection - **Although not perfect**, basically giving every tank the ability to do instant ammo switch is a great change and encourage the use of different ammo. In some situations, high tier HE (Am mostly talking about the T14/152’s HE but it also applies to others to a less degree) actually have some use now because they actually do decent damage as long as you aim them properly. Encouraging more use of different ammo in different situation is something I can get behind on.

The (Really) Bad:

Balance problems

This deserves its own section because right now there are couple of tanks that stands out to me being way to strong and way to powerful, and there are also some changes that I don’t understand.

T-14 (and the 152)

They are unquestionably the best overall MBT in the game now. They are not slow – armor contrary to others did not get changed much so the playstyle is similar; The relatively small LFP weak spot is easy to hide, while the unmanned turret is a big plus as always.

However, they now have >1000mm pen ATGMs that function like HEAT-MP + has >1000 Alpha, 1000mm Pen HEAT-FS that does >1000 alpha again, and perfectly good APFSDS that has good pen. Its DPM is also now among best in class (second only to the Merkava 4M) on top of its huge alpha potential; I can get up to 11000 DPM with HEAT-FS with retrofits and Douglas. That is NUTS.

Their mobility feels decent – while not the fastest its certainly faster than the slower MBTs (like the Merkava and the ATDU). Also comes with very fast turret traverse to boot.

T-14 152: Similar problem to the T-14, only it has now 1050 alpha with standard APFSDS.

The T-14 Armata family is no doubt the winner of this rebalance. They are *the jack of all trades*, master of everything tank. I am not quite sure this is intended.

Challenger 2 ATDU

Look how they massacred my boy.

The ATDU is supposed to be the ultimate doom turtle that is accessible through the tech tree. Now it has huge LFP weakspot…for what? On top of that, the side armor is completely destroyed.

One of the ways you tank with the ATDU is you over-angle with it and you can hide your LFP weakspot while eating up shots with your sides – that is now no longer possible thanks to the enlarged LFP weakspot and the massacred side armor.

In comparison – this is the T14’s new armor. I am shooting T-14’s own APFSDS at both tank to demonstrate how ridiculous of a change this is.

spacer.png

 2BS5XIk.jpg

This has to be a cruel little joke from the developers….

Basically, T-14 has a smaller LFP weakspot, MUCH faster, has amazing HEAT-FS and ATGM, Unmanned turret, >3 seconds faster reload; ATDU has....? It’s not just better in PvE, its better in PvP as well.

This change destroyed ATDU's “thing” and compensating elsewhere is missing the point. Its armor was fine as is – its easily flanked, and it doesn’t really shoot itself out of trouble very well either. We tolerated its poor mobility and gun because it is the doom turtle.

Bonus: ATDU's PISH

Previously (or as working in 0.32 right now) – PISH is not that strong but it is a very fun, and rewarding round to use if you take the time to aim for ammoracks and modules. Now, not only it does pitiful damage, its module damage is so low that sometimes you need 2 shots to kill any modules – effectively completely destroying PISH. Why is this change needed? It wasn’t brokenly OP in PvP or PvE – it was a fun round for sure but by no means its OP due to its low penetration and require a degree of finesse to use. 10mm of penetration “buff” is completely meaningless and frankly it is unwarranted to nerf it so hard.

Overall, I think the ATDU needs a look at by the developers seriously. It was never the strongest tank to begin with. It’s quite slow, turns slowly, has the worst DPM among Tier 10 MBTs, and the penetration is among the worst (counting APFSDS).

Leopard 2 family

I think this belongs more to the Ugly part, because this is much less of a problem than the other 2, but regardless it deserves a look at.

Leopard 2’s armor is basically paper thin now – right up from the Leo 2 AV to the Leopard 2A6. Its only when you get to the Leopard 2 AX that your UFP actually does mean something. While I understand this is an intended balance feature of the Leopard 2s, I am very not sure about changing them to (Literally) no armor is the way to go.

 ud7Amnz.png

Leopard 2AV - I nearly thought its a Leopard 1.

skGk0hT.png

Leopard 2A5 (A6 is in a similar boat)

 

The Leopard 2AX is slightly better because its UFP is actually acceptable, but I have a big problem with its side armor.

P9QLIFK.jpg

Look – I don’t think it should have 0.32 Challenger 2 ATDU tier side armor, but I think this is way overdone because high tier auto cannons can effectively lol-pen your sides easily from decent ranges. I do not feel like giving it just over 200mm of armor is justified considering the whole of the side of it is covered with Appliqué armor. Considering you have to angle your front already to bounce any kind of shots, giving it a little more side armor would help it a long way to at least not be completely paper thin when it comes to armor.

Their mobility also does not feel that good compare to what was said. I would classify it as mediocre at best – considering their complete lack of armor, I am not sure that is enough to compensate. I would suggest a look into that.

Their gun is good – and thank god for the HEAT-T round which is great in PvE.

The Ugly:

The LT/TD Mobility/Firepower problem

Unfortunately, although the mobility changes are good, I really do not understand the reasoning behind LT nerf over their mobility and firepower.

For many LTs, their acceleration is completely destroyed to a point where MBTs aren’t that much or not even slower than them at all. I don’t think that is the way to go considering how much LT gave up on their armor department to trade for mobility and firepower.

On the topic of firepower – why is the nerf to the module bonus needed? Considering the gigantic DPM buff all MBT received, their gun no longer feels as special as some MBTs also have crazy ROF and much higher alpha damage.

If this is to be carried over to live server, there would no longer be much reason to play an LT because what they are special at (Mobility, and high DPM) are no longer special.

As a sidenote, this change also applies to some TDs – The Wilk XC8 for example now has nearly a 5 second 0-32 speed – that’s horrific for a wheeled vehicle; The Kornet-EM – a tank with no armor whatsoever and also lost view range – was also hurted badly from this mobility change. Considering the tradeoff they made in armor, I really don’t see why it is needed to nerf many LT/TD’s mobility. I really don’t fancy these changes I hope it will be reverted.

The ATGM chipping damage issue

Considering the amount of ATGM spam is in PvE, this is an absolutely disaster of a change. I know that there will be more tanks added to the tank pool, but considering most high tier AFV/TD has some form of missile – I am seriously concerned about this change.

I really don’t see what is the point of this change outside giving more power to ATGM – the damage and penetration buff they received in this patch is already enough to compensate towards the ERA changes, is there really need to change it further to improve its power?

That is all for now. Will do some more testing during weekends.

Nekrosmas

Nekrosmas

Keep in mind, this is mostly from a PvE perspective, but this game is 70% PvE players so I think it is perfectly relevant.

The Good, The Bad and the Ugly (so far):

Good:

-        Mobility rework – Credits where credits due, tanks no longer feel like toys on a road, but rather something have weight to it. I especially love how tanks slides around when you turn while going to too fast. Overall movement also become better – you no longer get stuck in the smallest of rocks but rather go over them. The physics now I think feels good - by no means perfect but a big step forward nonetheless. *Well done.*

-        Ammo selection - **Although not perfect**, basically giving every tank the ability to do instant ammo switch is a great change and encourage the use of different ammo. In some situations, high tier HE (Am mostly talking about the T14/152’s HE but it also applies to others to a less degree) actually have some use now because they actually do decent damage as long as you aim them properly. Encouraging more use of different ammo in different situation is something I can get behind on.

The (Really) Bad:

Balance problems

This deserves its own section because right now there are couple of tanks that stands out to me being way to strong and way to powerful, and there are also some changes that I don’t understand.

T-14 (and the 152)

They are unquestionably the best overall MBT in the game now. They are not slow – armor contrary to others did not get changed much so the playstyle is similar; The relatively small LFP weak spot is easy to hide, while the unmanned turret is a big plus as always.

However, they now have >1000mm pen ATGMs that function like HEAT-MP + has >1000 Alpha, 1000mm Pen HEAT-FS that does >1000 alpha again, and perfectly good APFSDS that has good pen. Its DPM is also now among best in class (second only to the Merkava 4M) on top of its huge alpha potential; I can get up to 11000 DPM with HEAT-FS with retrofits and Douglas. That is NUTS.

Their mobility feels decent – while not the fastest its certainly faster than the slower MBTs (like the Merkava and the ATDU). Also comes with very fast turret traverse to boot.

T-14 152: Similar problem to the T-14, only it has now 1050 alpha with standard APFSDS.

The T-14 Armata family is no doubt the winner of this rebalance. They are *the jack of all trades*, master of everything tank. I am not quite sure this is intended.

Challenger 2 ATDU

Look how they massacred my boy.

The ATDU is supposed to be the ultimate doom turtle that is accessible through the tech tree. Now it has huge LFP weakspot…for what? On top of that, the side armor is completely destroyed.

One of the ways you tank with the ATDU is you over-angle with it and you can hide your LFP weakspot while eating up shots with your sides – that is now no longer possible thanks to the enlarged LFP weakspot and the massacred side armor.

In comparison – this is the T14’s new armor. I am shooting T-14’s own APFSDS at both tank to demonstrate how ridiculous of a change this is.

spacer.png

 2BS5XIk.jpg

This has to be a cruel little joke from the developers….

Basically, T-14 has a smaller LFP weakspot, MUCH faster, has amazing HEAT-FS and ATGM, Unmanned turret, >3 seconds faster reload; ATDU has....? It’s not just better in PvE, its better in PvP as well.

This change destroyed ATDU's “thing” and compensating elsewhere is missing the point. Its armor was fine as is – its easy to be flanked, and it doesn’t really shoot itself out of trouble very well either. We tolerated its poor mobility and gun because it is the doom turtle.

Bonus: ATDU's PISH

Previously (or as working in 0.32 right now) – PISH is not that strong but it is a very fun, and rewarding round to use if you take the time to aim for ammoracks and modules. Now, not only it does pitiful damage, its module damage is so low that sometimes you need 2 shots to kill any modules – effectively completely destroying PISH. Why is this change needed? It wasn’t brokenly OP in PvP or PvE – it was a fun round for sure but by no means its OP due to its low penetration and require a degree of finesse to use. 10mm of penetration “buff” is completely meaningless and frankly it is unwarranted to nerf it so hard.

Overall, I think the ATDU needs a look at by the developers seriously. It was never the strongest tank to begin with. It’s quite slow, turns slowly, has the worst DPM among Tier 10 MBTs, and the penetration is among the worst (counting APFSDS).

Leopard 2 family

I think this belongs more to the Ugly part, because this is much less of a problem than the other 2, but regardless it deserves a look at.

Leopard 2’s armor is basically paper thin now – right up from the Leo 2 AV to the Leopard 2A6. Its only when you get to the Leopard 2 AX that your UFP actually does mean something. While I understand this is an intended balance feature of the Leopard 2s, I am very not sure about changing them to (Literally) no armor is the way to go.

 ud7Amnz.png

Leopard 2AV - I nearly thought its a Leopard 1.

skGk0hT.png

Leopard 2A5 (A6 is in a similar boat)

 

The Leopard 2AX is slightly better because its UFP is actually acceptable, but I have a big problem with its side armor.

P9QLIFK.jpg

Look – I don’t think it should have 0.32 Challenger 2 ATDU tier side armor, but I think this is way overdone because high tier auto cannons can effectively lol-pen your sides easily from decent ranges. I do not feel like giving it just over 200mm of armor is justified considering the whole of the side of it is covered with Appliqué armor. Considering you have to angle your front already to bounce any kind of shots, giving it a little more side armor would help it a long way to at least not be completely paper thin when it comes to armor.

Their mobility also does not feel that good compare to what was said. I would classify it as mediocre at best – considering their complete lack of armor, I am not sure that is enough to compensate. I would suggest a look into that.

Their gun is good – and thank god for the HEAT-T round which is great in PvE.

The Ugly:

The LT/TD Mobility/Firepower problem

Unfortunately, although the mobility changes are good, I really do not understand the reasoning behind LT nerf over their mobility and firepower.

For many LTs, their acceleration is completely destroyed to a point where MBTs aren’t that much or not even slower than them at all. I don’t think that is the way to go considering how much LT gave up on their armor department to trade for mobility and firepower.

On the topic of firepower – why is the nerf to the module bonus needed? Considering the gigantic DPM buff all MBT received, their gun no longer feels as special as some MBTs also have crazy ROF and much higher alpha damage.

If this is to be carried over to live server, there would no longer be much reason to play an LT because what they are special at (Mobility, and high DPM) are no longer special.

As a sidenote, this change also applies to some TDs – The Wilk XC8 for example now has nearly a 5 second 0-32 speed – that’s horrific for a wheeled vehicle; The Kornet-EM – a tank with no armor whatsoever and also lost view range – was also hurted badly from this mobility change. Considering the tradeoff they made in armor, I really don’t see why it is needed to nerf many LT/TD’s mobility. I really don’t fancy these changes I hope it will be reverted.

The ATGM chipping damage issue

Considering the amount of ATGM spam is in PvE, this is an absolutely disaster of a change. I know that there will be more tanks added to the tank pool, but considering most high tier AFV/TD has some form of missile – I am seriously concerned about this change.

I really don’t see what is the point of this change outside giving more power to ATGM – the damage and penetration buff they received in this patch is already enough to compensate towards the ERA changes, is there really need to change it further to improve its power?

That is all for now. Will do some more testing during weekends.

Nekrosmas

Nekrosmas

Keep in mind, this is mostly from a PvE perspective, but as SS you’ll know, this game is 70% PvE players so I think it is perfectly relevant.

The Good, The Bad and the Ugly (so far):

Good:

-        Mobility rework – Credits where credits due, tanks no longer feel like toys on a road, but rather something have weight to it. I especially love how tanks slides around when you turn while going to too fast. Overall movement also become better – you no longer get stuck in the smallest of rocks but rather go over them. The physics now I think feels good - by no means perfect but a big step forward nonetheless. *Well done.*

-        Ammo selection - **Although not perfect**, basically giving every tank the ability to do instant ammo switch is a great change and encourage the use of different ammo. In some situations, high tier HE (Am mostly talking about the T14/152’s HE but it also applies to others to a less degree) actually have some use now because they actually do decent damage as long as you aim them properly. Encouraging more use of different ammo in different situation is something I can get behind on.

The (Really) Bad:

Balance problems

This deserves its own section because right now there are couple of tanks that stands out to me being way to strong and way to powerful, and there are also some changes that I don’t understand.

T-14 (and the 152)

They are unquestionably the best overall MBT in the game now. They are not slow – armor contrary to others did not get changed much so the playstyle is similar; The relatively small LFP weak spot is easy to hide, while the unmanned turret is a big plus as always.

However, they now have >1000mm pen ATGMs that function like HEAT-MP + has >1000 Alpha, 1000mm Pen HEAT-FS that does >1000 alpha again, and perfectly good APFSDS that has good pen. Its DPM is also now among best in class (second only to the Merkava 4M) on top of its huge alpha potential; I can get up to 11000 DPM with HEAT-FS with retrofits and Douglas. That is NUTS.

Their mobility feels decent – while not the fastest its certainly faster than the slower MBTs (like the Merkava and the ATDU). Also comes with very fast turret traverse to boot.

T-14 152: Similar problem to the T-14, only it has now 1050 alpha with standard APFSDS.

The T-14 Armata family is no doubt the winner of this rebalance. They are *the jack of all trades*, master of everything tank. I am not quite sure this is intended.

Challenger 2 ATDU

Look how they massacred my boy.

The ATDU is supposed to be the ultimate doom turtle that is accessible through the tech tree. Now it has huge LFP weakspot…for what? On top of that, the side armor is completely destroyed.

One of the ways you tank with the ATDU is you over-angle with it and you can hide your LFP weakspot while eating up shots with your sides – that is now no longer possible thanks to the enlarged LFP weakspot and the massacred side armor.

In comparison – this is the T14’s new armor. I am shooting T-14’s own APFSDS at both tank to demonstrate how ridiculous of a change this is.

spacer.png

 2BS5XIk.jpg

This has to be a cruel little joke from the developers….

Basically, T-14 has a smaller LFP weakspot, MUCH faster, has amazing HEAT-FS and ATGM, Unmanned turret, >3 seconds faster reload; ATDU has....? It’s not just better in PvE, its better in PvP as well.

This change destroyed ATDU's “thing” and compensating elsewhere is missing the point. Its armor was fine as is – its easy to be flanked, and it doesn’t really shoot itself out of trouble very well either. We tolerated its poor mobility and gun because it is the doom turtle.

Bonus: ATDU's PISH

Previously (or as working in 0.32 right now) – PISH is not that strong but it is a very fun, and rewarding round to use if you take the time to aim for ammoracks and modules. Now, not only it does pitiful damage, its module damage is so low that sometimes you need 2 shots to kill any modules – effectively completely destroying PISH. Why is this change needed? It wasn’t brokenly OP in PvP or PvE – it was a fun round for sure but by no means its OP due to its low penetration and require a degree of finesse to use. 10mm of penetration “buff” is completely meaningless and frankly it is unwarranted to nerf it so hard.

Overall, I think the ATDU needs a look at by the developers seriously. It was never the strongest tank to begin with. It’s quite slow, turns slowly, has the worst DPM among Tier 10 MBTs, and the penetration is among the worst (counting APFSDS).

Leopard 2 family

I think this belongs more to the Ugly part, because this is much less of a problem than the other 2, but regardless it deserves a look at.

Leopard 2’s armor is basically paper thin now – right up from the Leo 2 AV to the Leopard 2A6. Its only when you get to the Leopard 2 AX that your UFP actually does mean something. While I understand this is an intended balance feature of the Leopard 2s, I am very not sure about changing them to (Literally) no armor is the way to go.

 ud7Amnz.png

Leopard 2AV - I nearly thought its a Leopard 1.

skGk0hT.png

Leopard 2A5 (A6 is in a similar boat)

 

The Leopard 2AX is slightly better because its UFP is actually acceptable, but I have a big problem with its side armor.

P9QLIFK.jpg

Look – I don’t think it should have 0.32 Challenger 2 ATDU tier side armor, but I think this is way overdone because high tier auto cannons can effectively lol-pen your sides easily from decent ranges. I do not feel like giving it just over 200mm of armor is justified considering the whole of the side of it is covered with Appliqué armor. Considering you have to angle your front already to bounce any kind of shots, giving it a little more side armor would help it a long way to at least not be completely paper thin when it comes to armor.

Their mobility also does not feel that good compare to what was said. I would classify it as mediocre at best – considering their complete lack of armor, I am not sure that is enough to compensate. I would suggest a look into that.

Their gun is good – and thank god for the HEAT-T round which is great in PvE.

The Ugly:

The LT/TD Mobility/Firepower problem

Unfortunately, although the mobility changes are good, I really do not understand the reasoning behind LT nerf over their mobility and firepower.

For many LTs, their acceleration is completely destroyed to a point where MBTs aren’t that much or not even slower than them at all. I don’t think that is the way to go considering how much LT gave up on their armor department to trade for mobility and firepower.

On the topic of firepower – why is the nerf to the module bonus needed? Considering the gigantic DPM buff all MBT received, their gun no longer feels as special as some MBTs also have crazy ROF and much higher alpha damage.

If this is to be carried over to live server, there would no longer be much reason to play an LT because what they are special at (Mobility, and high DPM) are no longer special.

As a sidenote, this change also applies to some TDs – The Wilk XC8 for example now has nearly a 5 second 0-32 speed – that’s horrific for a wheeled vehicle; The Kornet-EM – a tank with no armor whatsoever and also lost view range – was also hurted badly from this mobility change. Considering the tradeoff they made in armor, I really don’t see why it is needed to nerf many LT/TD’s mobility. I really don’t fancy these changes I hope it will be reverted.

The ATGM chipping damage issue

Considering the amount of ATGM spam is in PvE, this is an absolutely disaster of a change. I know that there will be more tanks added to the tank pool, but considering most high tier AFV/TD has some form of missile – I am seriously concerned about this change.

I really don’t see what is the point of this change outside giving more power to ATGM – the damage and penetration buff they received in this patch is already enough to compensate towards the ERA changes, is there really need to change it further to improve its power?

That is all for now. Will do some more testing during weekends.

Nekrosmas

Nekrosmas

Keep in mind, this is mostly from a PvE perspective, but as SS you’ll know, this game is 70% PvE players so I think it is perfectly relevant.

The Good, The Bad and the Ugly (so far):

Good:

-        Mobility rework – Credits where credits due, tanks no longer feel like toys on a road, but rather something have weight to it. I especially love how tanks slides around when you turn while going to too fast. Overall movement also become better – you no longer get stuck in the smallest of rocks but rather go over them. The physics now I think feels good - by no means perfect but a big step forward nonetheless. *Well done.*

-        Ammo selection - **Although not perfect**, basically giving every tank the ability to do instant ammo switch is a great change and encourage the use of different ammo. In some situations, high tier HE (Am mostly talking about the T14/152’s HE but it also applies to others to a less degree) actually have some use now because they actually do decent damage as long as you aim them properly. Encouraging more use of different ammo in different situation is something I can get behind on.

The (Really) Bad:

Balance problems

This deserves its own section because right now there are couple of tanks that stands out to me being way to strong and way to powerful, and there are also some changes that I don’t understand.

T-14 (and the 152)

They are unquestionably the best overall MBT in the game now. They are not slow – armor contrary to others did not get changed much so the playstyle is similar; The relatively small LFP weak spot is easy to hide, while the unmanned turret is a big plus as always.

However, they now have >1000mm pen ATGMs that function like HEAT-MP + has >1000 Alpha, 1000mm Pen HEAT-FS that does >1000 alpha again, and perfectly good APFSDS that has good pen. Its DPM is also now among best in class (second only to the Merkava 4M) on top of its huge alpha potential; I can get up to 11000 DPM with HEAT-FS with retrofits and Douglas. That is NUTS.

Their mobility feels decent – while not the fastest its certainly faster than the slower MBTs (like the Merkava and the ATDU). Also comes with very fast turret traverse to boot.

T-14 152: Similar problem to the T-14, only it has now 1050 alpha with standard APFSDS.

The T-14 Armata family is no doubt the winner of this rebalance. They are *the jack of all trades*, master of everything tank. I am not quite sure this is intended.

Challenger 2 ATDU

Look how they massacred my boy.

The ATDU is supposed to be the ultimate doom turtle that is accessible through the tech tree. Now it has huge LFP weakspot…for what? On top of that, the side armor is completely destroyed.

One of the ways you tank with the ATDU is you over-angle with it and you can hide your LFP weakspot while eating up shots with your sides – that is now no longer possible thanks to the enlarged LFP weakspot and the massacred side armor.

In comparison – this is the T14’s new armor. I am shooting T-14’s own APFSDS at both tank to demonstrate how ridiculous of a change this is.

spacer.png

 2BS5XIk.jpg

This has to be a cruel little joke from the developers….

Basically, T-14 has a smaller LFP weakspot, MUCH faster, has amazing HEAT-FS and ATGM, Unmanned turret, >3 seconds faster reload; ATDU has....? It’s not just better in PvE, its better in PvP as well.

This change destroyed ATDU's “thing” and compensating elsewhere is missing the point. Its armor was fine as is – its easy to be flanked, and it doesn’t really shoot itself out of trouble very well either. We tolerated its poor mobility and gun because it is the doom turtle.

Bonus: ATDU's PISH

Previously (or as working in 0.32 right now) – PISH is not that strong but it is a very fun, and rewarding round to use if you take the time to aim for ammoracks and modules. Now, not only it does pitiful damage, its module damage is so low that sometimes you need 2 shots to kill any modules – effectively completely destroying PISH. Why is this change needed? It wasn’t brokenly OP in PvP or PvE – it was a fun round for sure but by no means its OP due to its low penetration and require a degree of finesse to use. 10mm of penetration “buff” is completely meaningless and frankly it is unwarranted to nerf it so hard.

Overall, I think the ATDU needs a look at by the developers seriously. It was never the strongest tank to begin with. It’s quite slow, turns slowly, has the worst DPM among Tier 10 MBTs, and the penetration is among the worst (counting APFSDS).

Leopard 2 family

I think this belongs more to the Ugly part, because this is much less of a problem than the other 2, but regardless it deserves a look at.

Leopard 2’s armor is basically paper thin now – right up from the Leo 2 AV to the Leopard 2A6. Its only when you get to the Leopard 2 AX that your UFP actually does mean something. While I understand this is an intended balance feature of the Leopard 2s, I am very not sure about changing them to (Literally) no armor is the way to go.

 ud7Amnz.png

Leopard 2AV - I nearly thought its a Leopard 1.

skGk0hT.png

Leopard 2A5 (A6 is in a similar boat)

 

The Leopard 2AX is slightly better because its UFP is actually acceptable, but I have a big problem with its side armor.

P9QLIFK.jpg

Look – I don’t think it should have 0.32 Challenger 2 ATDU tier side armor, but I think this is way overdone because high tier auto cannons can effectively lol-pen your sides easily from decent ranges. I do not feel like giving it just over 200mm of armor is justified considering the whole of the side of it is covered with Appliqué armor. Considering you have to angle your front already to bounce any kind of shots, giving it a little more side armor would help it a long way to at least not be completely paper thin when it comes to armor.

Their mobility also does not feel that good compare to what was said. I would classify it as mediocre at best – considering their complete lack of armor, I am not sure that is enough to compensate. I would suggest a look into that.

Their gun is good – and thank god for the HEAT-T round which is great in PvE.

- Too long of a post, continue on the next one -

 

The Ugly:

The LT/TD Mobility/Firepower problem

Unfortunately, although the mobility changes are good, I really do not understand the reasoning behind LT nerf over their mobility and firepower.

For many LTs, their acceleration is completely destroyed to a point where MBTs aren’t that much or not even slower than them at all. I don’t think that is the way to go considering how much LT gave up on their armor department to trade for mobility and firepower.

On the topic of firepower – why is the nerf to the module bonus needed? Considering the gigantic DPM buff all MBT received, their gun no longer feels as special as some MBTs also have crazy ROF and much higher alpha damage.

If this is to be carried over to live server, there would no longer be much reason to play an LT because what they are special at (Mobility, and high DPM) are no longer special.

As a sidenote, this change also applies to some TDs – The Wilk XC8 for example now has nearly a 5 second 0-32 speed – that’s horrific for a wheeled vehicle; The Kornet-EM – a tank with no armor whatsoever and also lost view range – was also hurted badly from this mobility change. Considering the tradeoff they made in armor, I really don’t see why it is needed to nerf many LT/TD’s mobility. I really don’t fancy these changes I hope it will be reverted.

The ATGM chipping damage issue

Considering the amount of ATGM spam is in PvE, this is an absolutely disaster of a change. I know that there will be more tanks added to the tank pool, but considering most high tier AFV/TD has some form of missile – I am seriously concerned about this change.

I really don’t see what is the point of this change outside giving more power to ATGM – the damage and penetration buff they received in this patch is already enough to compensate towards the ERA changes, is there really need to change it further to improve its power?

That is all for now. Will do some more testing during weekends.

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