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Hidden Conqueror Gun Carriage Buff in 1.5


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Jamadeus #1 Posted 05 May 2019 - 01:24 PM

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Cut and paste from TAP

Someone on here predicted this side effect of the velocity change, so not totally unexpected.

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In the update 1.5 artillery received various nerfs. The most notable one is to Conqueror Gun Carriage. Shell velocity of both HE rounds got reduced by 9% which resulted in something that nobody anticipated: maximum firing range decreased from 1000 to 820 meters and shell trajectory changed, becoming more steep. So effectively CGC was buffed by being able to shoot behind cover and hit weak top armor of enemy tanks even more effectively. One of WG community managers stated on RU forum that this is not a feature, it’s a “bug” and it will be fixed. Maximum range and trajectory will be changed back while shell velocity nerf stays.

 

 

 

 



shikaka9 #2 Posted 05 May 2019 - 01:33 PM

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fwhaatpiraat #3 Posted 05 May 2019 - 01:39 PM

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Not only a buff (at all). Ofcourse it's a buff when the cgc wants to shoot over a building, hill, etc. Previously impossible shots might be possible now. However often the higher arc is not needed at all. Not just on prokhorovka and malinovka, but basically on each map, depending on the situation. To connect the shot, you ideally have the fastest shell as possible, to reduce the chances of missing. At max range an arty shell can be flying for 5 seconds or so.

jack_timber #4 Posted 05 May 2019 - 01:42 PM

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Looks like CGC has turned into Bert's big brother....

friedeggnchips #5 Posted 05 May 2019 - 02:31 PM

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There's only one way they can fix this problem.

 

Spoiler

 



MeetriX #6 Posted 05 May 2019 - 02:34 PM

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Trajectory is a bug and it will be fixed.

Dr_Oolen #7 Posted 05 May 2019 - 03:38 PM

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View PostMeetriX, on 05 May 2019 - 02:34 PM, said:

Trajectory is a bug and it will be fixed.

 

That is the joke, because its literally how the game works - slower shell speed on clickers = shorter range, steeper trajectory. Everyone with a brain knew it was gonna buff CGCs trajectory and nerf the range after they read the patchnotes. Except WG and (other) [edited]that dont understand how the game works. And now when the [edited]were told it was a buff they started reeeeing and WG is now pretending its a bug, while they were simply too retarded to realize they were buffing CGC (or they knew what they were doing and were "testing" what clickers with shorter range, but better trajectories, would do to the game, probably thinknig that if clickers can only shoot at 800 meters theyll have to reposition and will be unable to clicke fast moving targets at 650+ meters, while becoming better at clicking actually camping tanks.

 

As far as im concerned more clickers should be "buffed" the way cgc got "buffed". Give all clickers maximum range between 700-900 meters so they have to move around, while having like 5-6s shell travel speeds at 700+ meters, thus not hitting moving stuff easily, while actually being able to click all the camptards that sit whole game behind a rock/hill.

 

I wonder how theyll fix this "bug" without completely rewriting how clicker shell trajectory is calculated :D inb4 they increase the shell velocity again and return it to previous state while claiming in the patchnotes that the bug was fixed.


Edited by Dr_Oolen, 05 May 2019 - 03:40 PM.


MeetriX #8 Posted 05 May 2019 - 03:42 PM

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http://forum.worldof...4#entry52040484

 

"This is a bug and it will be fixed. Reducing the velocity of the projectile will remain, but the range will be the same as the trajectory."



DaddysLittlePrincess #9 Posted 05 May 2019 - 03:45 PM

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 something that nobody anticipated

 

View PostDr_Oolen, on 05 May 2019 - 02:38 PM, said:

Everyone with a brain knew it was gonna buff CGCs trajectory and nerf the range after they read the patchnotes. 

Confirmed. Anyone with a brain is nobody for WG :P

 

And yeah, it was pretty obvious for me as well.

 

 



NekoPuffer_PPP #10 Posted 05 May 2019 - 03:47 PM

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"which resulted in something that nobody anticipated"

 

Only a fool wouldn't realise that reducing shell velocity ultimately reduces the firing range and increases the gun arc.

 

I said it back then, when it was announced, it's a tier 10 FV304.

 

To those claiming it's a bug (WG too) ...no, it isn't. That's how real life physics works. Are you trying to tell me they'll make the shell fly through the air slower but still land just as far? Are you guys trying to bend space and time here? Einstein must be rolling in his grave...



FatigueGalaxy #11 Posted 05 May 2019 - 05:54 PM

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View PostPervyPastryPuffer, on 05 May 2019 - 03:47 PM, said:

"which resulted in something that nobody anticipated"

 

Only a fool wouldn't realise that reducing shell velocity ultimately reduces the firing range and increases the gun arc.

 

Not really. In-game terms, shell travel time should increase while range and gun arc should stay the same.



Balc0ra #12 Posted 05 May 2019 - 06:09 PM

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View PostDr_Oolen, on 05 May 2019 - 03:38 PM, said:

 

That is the joke, because its literally how the game works

 

You could say the same about hitting G and aiming inside a building door and the sight jumped to the top of it vs under it. As that's what bugs do. Make things that should be impossible... possible by not doing what the game wants, or care how the game works to make it work as it should.  

NekoPuffer_PPP #13 Posted 05 May 2019 - 06:41 PM

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View PostFatigueGalaxy, on 05 May 2019 - 05:54 PM, said:

Not really. In-game terms, shell travel time should increase while range and gun arc should stay the same.

 

That just goes to show, the game's physics aren't realistic, but rather "artificial".

 



7thSyndicate #14 Posted 05 May 2019 - 07:43 PM

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Think about it makes sense. If you reduce shell velocity the shell angle change also. 200 IQ

Edited by 7thSyndicate, 05 May 2019 - 07:43 PM.


Jamadeus #15 Posted 05 May 2019 - 07:58 PM

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WG apparantly has different gravity "constant" values for different shells.

Posted Image

Posted Image



kubawt112 #16 Posted 05 May 2019 - 10:27 PM

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View PostJamadeus, on 05 May 2019 - 07:58 PM, said:

WG apparantly has different gravity "constant" values for different shells.

https://i.imgur.com/3gshbAj.png

https://i.imgur.com/fkNiznL.png

 

The fork? What sorta page/software is that - and is 'gravity' in any way linear with shell velocity?

 

Fun how there are all these values in an arcade game that would likely be better suited to guns being modelled as 'laser pointers'.



XxKuzkina_MatxX #17 Posted 05 May 2019 - 11:35 PM

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View Postkubawt112, on 06 May 2019 - 01:27 AM, said:

The fork? What sorta page/software is that - and is 'gravity' in any way linear with shell velocity?

 

Fun how there are all these values in an arcade game that would likely be better suited to guns being modelled as 'laser pointers'.

 

"We love math, poetry and long walks by the Volga!" :girl:

 

Seriously though, i don't know about this particular site but here is an alternative...

 

http://wotraw.ru/en/...GB77_FV304.html

 

Imagine the initial work that went into this game and compare that to the later stages we're currently witnessing. Fat peoples???



fwhaatpiraat #18 Posted 06 May 2019 - 12:03 AM

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View Postkubawt112, on 05 May 2019 - 10:27 PM, said:

 

The fork? What sorta page/software is that - and is 'gravity' in any way linear with shell velocity?

 

Fun how there are all these values in an arcade game that would likely be better suited to guns being modelled as 'laser pointers'.

Wot tank inspector used to have 'gravity stat' as well I believe. I always thought arty shells had 25 times (which is insane already) bigger gravity statistic than regular tanks. But apparently that gravity even differs among them, maybe also on regular vehicles? 

 

Even if that gravity statistic is new to you, just watching at the trajectory of an arty shell should tell enough. The shell speed is way too high for such high trajectory (on earth). Or alternatively, the arc should be much lower to match the speed. It just looks really unnatural.



pallie_the_artillerist #19 Posted 06 May 2019 - 07:57 AM

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did the actual maximum angle change or did only the distance change at which you reach maximum angle?

fwhaatpiraat #20 Posted 06 May 2019 - 08:34 AM

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View Postpallie_the_artillerist, on 06 May 2019 - 07:57 AM, said:

did the actual maximum angle change or did only the distance change at which you reach maximum angle?

 

I'll assume the latter, but you, with that name, probably know better ;)




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