

New crew broken tanks
#1 Posted 23 February 2021 - 10:07 PM
#2 Posted 23 February 2021 - 10:09 PM
#3 Posted 23 February 2021 - 10:10 PM
#4 Posted 23 February 2021 - 10:29 PM
View range can also be increased further, which again is a buff LTs/ MTs and especially EBR.
EBRs even got their own skill.
#5 Posted 23 February 2021 - 11:02 PM
General_Jack_D_Ripper, on 23 February 2021 - 09:29 PM, said:
View range can also be increased further, which again is a buff LTs/ MTs and especially EBR.
EBRs even got their own skill.
And what is that one? Inflating the tires even more so the magically shell-absorbing rubber covers the entire sides of the car?
Edited by frange, 23 February 2021 - 11:02 PM.
#8 Posted 23 February 2021 - 11:33 PM
#10 Posted 23 February 2021 - 11:56 PM
#12 Posted 24 February 2021 - 12:34 AM
I personally compared Ebr 105 on live and test server with all standard equipments. View range on live server was 419 i believe and 420 on test server.
#13 Posted 24 February 2021 - 12:46 AM
ihateclowns, on 23 February 2021 - 10:07 PM, said:
Is there much for arty even now? Camo value on the ELC 90 is high as is even now for the impact to be massive on how close you have to be to spot him vs now. Vs a tank that has 20% that can now get it to a good level for a medium etc. As my Swedish Leo pushed close to 40%.
The biggest change for lights will definitely be active Recon. You have 3% more view range and faster reload until you stop. And considering my 13 90 crew had enough levels for 4 crew instructors that all had pushed view range to even higher levels. It was not as blind as it should be. That... is the aspect I found off vs camo.
HTs have skills that can keep their crews alive longer on arty hits, and reduce stuns as well as even faster repairs vs now. Mediums can boost their mobility by 2.5% for each time they do half their HP in damage stacked 3 times, that worked wonders for the Cromwell B, even more so with group tactics with a fellow Cromwell B that made it even more of a circle jerk tank vs sluggers. TD's or even arty can reduce their lowest damage rolls, or aim times after a reload or damage. Those effects on the Grille 15 or E25 were rather noticeable. So I would not say it only favors scouts as is stands now. Heck even my 50 100 finally found a crew build that really works for his non-HT role.
#15 Posted 24 February 2021 - 01:23 AM
24doom24, on 23 February 2021 - 10:10 PM, said:
Desyatnik_Pansy, on 23 February 2021 - 11:31 PM, said:
I hit a full Char Futur 4 Clip earlier, rolling 293, 488, 488, 293. It's really quite trippy.
I swear, Wargaming creates the most jaw-dropping bugs in the industry.
CmdRatScabies, on 23 February 2021 - 11:33 PM, said:
Joke's on you that's how they can avoid working on balancing and instead dish out more premiums with which to milk you even harder.
#16 Posted 24 February 2021 - 10:20 AM
CmdRatScabies, on 23 February 2021 - 11:33 PM, said:
You still think WG can actually balance tanks? Just look at the AMX38 and the Valentine, the tierIII lights for France and Britain respectively. That tells you all you need to know about their ability to balance stuff.
#17 Posted 24 February 2021 - 10:41 AM
Cradle_2_The_Grave, on 23 February 2021 - 11:34 PM, said:
I personally compared Ebr 105 on live and test server with all standard equipments. View range on live server was 419 i believe and 420 on test server.
Yes, because only arty players hate EBRs. Everyone else loves them.
Edited by Tankistu, 24 February 2021 - 10:42 AM.
#19 Posted 24 February 2021 - 10:58 AM
24doom24, on 23 February 2021 - 10:10 PM, said:
Is it really broken?
IIRC there's a skill that reduces damage RNG, what if WG plans to set the min/max rolls as standard and only training the skill means less low rolls and more high rolls?
#20 Posted 24 February 2021 - 11:14 AM
pihip, on 24 February 2021 - 10:58 AM, said:
Is it really broken?
IIRC there's a skill that reduces damage RNG, what if WG plans to set the min/max rolls as standard and only training the skill means less low rolls and more high rolls?
To my understanding (I had that skill maxed on Bourrasque or Burek as I like to call it) that skill should give you more consistent damage and closer to what is declared on a shell. For example if your average damage with a shell is 400 (as on 122 TM) while Max damage is 500 and min damage is 300 at 5% that the perk or skills gives the RNG should roll in range from 315 to 475 thus your rolls should be more consistent and closer to what is declared for a shell and it should not be as it is now on the sandbox where you either get max rolls or min rolls, as if there is a binary state of RNG.
Edited by HoldMyBeerComrade, 24 February 2021 - 11:15 AM.
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