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Sandbox Server: First Iteration


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Community #1 Posted 16 June 2016 - 04:24 PM

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The first wave of tests on the special Sandbox server is live! More details available.

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PaganizerDK #2 Posted 16 June 2016 - 04:44 PM

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Interesting changes. Overall I like it, although i'm not sure I like the increased RNG of shell distribution. Both decreasing penetration over distance AND making the aim less dependant feels a little over the top.

N00BT00B #3 Posted 16 June 2016 - 04:48 PM

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Changes..

Paper tds = worthless
Low alpha/ high rate of fire tanks = worthless
Scouts = worthless

More corridor brawling

Netrelious_ #4 Posted 16 June 2016 - 04:56 PM

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View PostStr0nkTenk, on 16 June 2016 - 04:48 PM, said:


Changes..

Paper tds = worthless
Low alpha/ high rate of fire tanks = worthless
Scouts = worthless

More corridor brawling

exactly

in other words u need armor to be effective. imagine sniping a strong heavy (that is hull down or something) or heavily armored td. even some well armored meds will be stronger

everything else with small exceptions is pretty much doomed


Edited by Netrelious_, 16 June 2016 - 05:11 PM.


fekete_krisztian #5 Posted 16 June 2016 - 04:56 PM

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First impressions: it is a move to the "armoured warfare" game style. (I dont like it, tried.) I think a piece of... Mediums can't do now fast flanking, or sniping enemy, All heavies are brutal armoured now. SPG change...its ok, but not the best way to use arties for less damage, I think much better more dispersion but more damage and bigger explosive radius. ALL skills must be retrained IF these changes comes, all tank role changed a little, some are useless with the currently role. I am, waiting the next patch, but... omg... Only thing what I really like that the gun dispersion is now good. Shell penetration... some medium tanks cant penetrate heavies or armoured TD's frontal armour, I think it is a little bit too strong sollution to buff the heavies.

sgtYester #6 Posted 16 June 2016 - 05:08 PM

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View Postfekete_krisztian, on 16 June 2016 - 04:56 PM, said:

First impressions: it is a move to the "armoured warfare" game style. (I dont like it, tried.) I think a piece of... Mediums can't do now fast flanking, or sniping enemy, All heavies are brutal armoured now. SPG change...its ok, but not the best way to use arties for less damage, I think much better more dispersion but more damage and bigger explosive radius. ALL skills must be retrained IF these changes comes, all tank role changed a little, some are useless with the currently role. I am, waiting the next patch, but... omg... Only thing what I really like that the gun dispersion is now good. Shell penetration... some medium tanks cant penetrate heavies or armoured TD's frontal armour, I think it is a little bit too strong sollution to buff the heavies.

 

thats the whole problem atm!! that ppl expect to damage heavies from the front with meds. this is total bs and wg finally is trying to remedy this.

 

also aiming looks to be coming important again. hopefully this will get rid of a lot of ridiculous snapshot hits by very inacurate guns. aiming should mean something e.g. full bloom ->20% chance of hitting/ 50%-99% bloom-> 50% chance of hitting./ 100%-fully aimed-> normal dispersion of the tank

 

so far i like what they are trying. just curious how they will implement it.



Shamanus #7 Posted 16 June 2016 - 05:10 PM

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View PostStr0nkTenk, on 16 June 2016 - 03:48 PM, said:

More corridor brawling

 

The test has MERELY started, it is a FIRST iteration, there clearly is not enough FEEDBACK to make further changes but people already draw a conclusion out of it and whine on forums ... unbelievable.



GradiusZA #8 Posted 16 June 2016 - 05:12 PM

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I don't see how you can classify Obj.140 and E-50M into the same "Cruiser" class. You need 2 completely different playstyles to make it each one effective.

AP should be less nerfed on E-50M to emphasize it's great accuracy. So now I'm suppose to snipe at less than 400m so the whole world can see me? 

 

1) Yes I know it's a "SANDBOX" server but still why would u lump 140 and E-50M together into same class it makes no sense.


Edited by GradiusZA, 16 June 2016 - 05:13 PM.


Quaksen #9 Posted 16 June 2016 - 05:15 PM

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Checked the calender... nope, wasn't April 1st.... damn.

:amazed:

 

View PostGradiusZA, on 16 June 2016 - 04:12 PM, said:

AP should be less nerfed on E-50M to emphasize it's great accuracy. So now I'm suppose to snipe at less than 400m so the whole world can see me? 

What great accuracy on the E-50M? It's gone from 0.3 on live, to 0.35 in the first iteration of the sandbox.


Edited by Quaksen, 16 June 2016 - 05:17 PM.


narrwass #10 Posted 16 June 2016 - 05:16 PM

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And my favorite tank (amx 13 90) will be with 3 minutes aim time ?

Tnx for the view range but i tried and even with 350 meters i manage to get same assist dmg like with 487 or something (5 skills crew in wz 132/13-90) and there is difference only in malinovka and lakevile...Other maps are close range (100-200) and somehow heavies with worse view range than mine outspot me...im skeptic about this update...

I played the game 5-6 hours a day and now i do 1-3 battles per 2-4 days.

Reasons:

1:Aimbots outplay my skills with impossible shots in pixels.Even in football mode players with 1300 personal rating and 46% win rate manage to hit the ball on reload times 10/10

2:Arty and xvm focus

3:Maps and corridors.

4:Boring missions.I grinded all the tanks i wanted and even got object 260 from boredom.Didnt tried for t22a cause the mode was .....you know(ridging and stupid with bad economics).When i started to play there was so many missions but now all are stupid reserves and 1-15 rem/med/fire stuff.Like i need exp boost or crew bonus with my 5-6 skill crews.

Biggest reason is the stupid light tank balance.I love lights and they just sucks..Meds have the same view range as me, close camo....bigger guns with better stats, and i have to stay and aim for 7-9 secs with amx to ding if i dont use gold...or not penetrate at all with some light tanks like 12t/13 75/59-16....i wont type the whole list..

Will wait and see what will they do...



The_Assassin_I #11 Posted 16 June 2016 - 05:20 PM

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i dont like it its really change the game from 10 to 10 !! WTF??????

 

but i really like about golds, its good no more golds!!!!!!!!!!


Edited by The_Assassin_I, 16 June 2016 - 05:21 PM.


PredatorZoli #12 Posted 16 June 2016 - 05:21 PM

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Changes to the Arty is good, the most successful feature imo...
Lights: let's say it is ok

Heavy: became really op, their armod and dpm with all the changes are so good that the meds that got their mobility nerf has no mutch chance

I don't really like the way the meds went, really slow, acceleration is on the floor, barely turn, dpm is ok, but effective only with better mobility
 



Styx36 #13 Posted 16 June 2016 - 05:23 PM

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If this patch come to the real game then 50% of the players stop playing a game and 75% stop buying premium days and gold. Really bad idea from WG....

Testastretta #14 Posted 16 June 2016 - 05:26 PM

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And the nerfing continues ...

 

The only thing this "update" does, is taking away the very small edge the German tanks have (accuracy) .

 

If you at WG hate Germany soo much, why don't you compleatly remove all German tanks, and all your worries will be over...



Izwor #15 Posted 16 June 2016 - 05:27 PM

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I do not see how TDs with low armour will work... 50m it's nothing on big map.

I hope this reduction with distance to ArP will be different for every type of tank.

I do understand that lights or meds should not fire and kill everything from over 300m, but TDs?

This type of tanks was design to inflict damage from a distance.

 

 



_CrownVictoria_ #16 Posted 16 June 2016 - 05:27 PM

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I don't like the most Alpha damage nerfes. It is in a test fase but I want to suggest that 340 dmg for a 105mm gun is rather low. I played a battle in the Leopard, that tank has a real sniper gun, but the damage is just to low. When you play the Russian mediums you don't feel the nerfs that hard, because the reload and alpha aren't much lower. But the 105mm guns have been nerfed so much harder while the most 105mm tanks are not made to be the first line, but more 2nd line. I hope that the 105mm guns get their 390 Aplha Damage guns back, because that is what they desirve.

GradiusZA #17 Posted 16 June 2016 - 05:27 PM

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:izmena:View PostQuaksen, on 16 June 2016 - 06:15 PM, said:

Checked the calender... nope, wasn't April 1st.... damn.

:amazed:

 

What great accuracy on the E-50M? It's gone from 0.3 on live, to 0.35 in the first iteration of the sandbox.

 

It's not like i was invited so I can't see penetration values :izmena:



Grippin #18 Posted 16 June 2016 - 05:29 PM

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Is this a prank or everybody lost their minds?

 

How can you even think it, that the vehicles with these 1st iteration stats gonna work. How the heck, seriously. I don't get it, why german tanks need to lose even more movement abilities, penetration, and average damage, while on the other hand, they do not get increased rate of fire. What is this, how can you call this global rebalance? In my interpretation, global rebalance should be about making every vehicle balanced and competitive in the right way against the same tier counterparts, but nerfing some hopeless tanks even further. I understand, that this is 1st iteration only, but already the idea of these stats are just horrible and makes no sense. If this trend continues, and you screw up the only thing which should be promising and should fix the game finally, and bring up more of these totally crazy ideas, I will bail out of this game, with no thinking. This is just pathetic, even for a test.

 



Quaksen #19 Posted 16 June 2016 - 05:30 PM

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View PostGradiusZA, on 16 June 2016 - 04:27 PM, said:

It's not like i was invited so I can't see penetration values :izmena:

https://ritastatusreport.live/2016/06/16/sanbox-first-iteration-stats/



Denijs_krauklis #20 Posted 16 June 2016 - 05:30 PM

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I have not sent the server of ''Sandbox''. Why?




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