Sandbox Server: First Iteration

About Sandbox

Sandbox is a limited-access server for testing new balance prototypes in World of Tanks. With its help, we plan to test variants of new balance, and select the most effective implementation that meets all specified requirements and is approved by the game community. The primary goal is adjusting the balance for top-Tier vehicles. Only Tier X vehicles will be tested during the first iterations. Next, the approved solutions will be applied to vehicles of lower Tiers.

More details
CollapseVehicles available to players are limited to Tier X, and also to Light Tanks of Tier VIII. Each vehicle will have a crew with 100% in Major Qualification and enough Crew XP to train 3 extra skills/ perks. At the beginning of testing, players will be given a one-time crediting of 5,000,000, and each day they will also get 500upon logging in. In addition, the credit acquisition rate will be increased 200% compared to the standard game server. Also, the possibility to purchase premium shells for credits will be switched off.

The list of available tanks:

Ru251, T49, Т-54 ltwt., Bat.-Châtillon 155 58, G.W. E 100, Conqueror Gun Carriage, T92, Object 261, 121, 113, TVP T 50/51, AMX 30 B, Bat.-Châtillon 25 t, AMX 50 B, E 100, Leopard 1, Grille 15, Jagdpanzer E 100, E 50 Ausf. M, Maus, STB-1, Type 5 Heavy, T110E4, T110E3, T110E5, M48A1, T57 Heavy Tank, FV4005 Stage II, FV215b (183), Centurion Action X, IS-7, Object 140, Object 268, IS-4, Т-62A, Object 430.


Important: The changes tested in this iteration are not final, and as such they are not bound to be applied to the standard game servers in their current form. The changes that will finally be implemented will depend on the information collected and analysed throughout all iterations.

New Vehicle Balance Goals
  • Increase the importance of armour in the game. Currently, armour is significantly less important than speed and firepower. We would like to make armour more relevant in battle.
  • Reduce the cost of mistakes made by players in battle. We are going to encourage players to fight actively in battle. Increasing the role of armour will allow players to fight, without being afraid of going to the Garage right after being spotted, as to penetrate the tank from a distance will be much harder.
  • Decrease the risk of being focused from afar. Increased armour importance should increase player survivability at far distances, even when focused by several enemies. Covering directions and focusing spotted vehicles will become less effective, because it’ll be harder to penetrate armour at long distances.
  • Decrease combat distance. Long-range clashes should not be the ultimate way to win battles for the majority of vehicles. Vehicles should perform certain roles: shielding allies, soaking fire, pushing through the defence, etc.
  • Increase the gameplay variety. Roles for different types of vehicles should be distinguishable and performing them should make the battles more diverse. When choosing a different class of vehicles, you should also be choosing a new distinct style of gameplay.
  • Improved gameplay experience. The changes to armour penetration at a distance will encourage players to put in more effort if victory is to be achieved.


First Iteration: Main Changes

Some of the main game mechanics will be changed on the Sandbox server, in order to achieve the balance goals listed above.


Distribution of hits within the aiming circle

The goal is to decrease the effective firing distance, in order to increase vehicle survivability when being focused from far distances. Players will now have to aim their shots more carefully. The distribution comparison between Update 9.15 and the Sandbox is as follows:

Decrease in armour piercing capacity at long distances

Armour-piercing capacity decreases more significantly depending on the distance, in order to increase the importance of armour in the game. Shooting from afar will become less effective – thus, players will be encouraged to engage in close-range combat. They will have to fight more actively and manoeuvre more in order to cause damage to enemy vehicles.

According to this feature, the chance of penetrating a vehicle frontally is decreased at far distances. Thus, heavy-armoured vehicles will be able to battle through the flanks.

Penetration reduction values over a distance, for the Sandbox are as follows. The initial distance of reduction is also specified:

Reworked damage caused by shells

Initially, there were few gun types in the game, but over time, many high-calibre guns have been introduced. Therefore, the guns should be reworked. Within the Sandbox tests, it is planned to test the new system of distributing damage per shot for different guns. The goal of the new system is to decrease the risk of being destroyed with one shot and increase the importance of the amount of damage a gun can cause per minute.


Changed manoeuvrability of vehicles

Since it is planned to increase the survivability/ time spent in battle, fast vehicles featuring poor armour will also be improved. It was decided to determine the relation between suspension speed and turret traverse speed for each vehicle type within the class and role systems. As a result, fast vehicles will be able to use different manoeuvres to outflank slow, heavy-armoured vehicles.


Role models for different types of vehicles

Currently, all vehicle types can perform different roles. I.e., vehicles of each type (except for SPGs and some light tanks) can perform multiple roles effectively. Thus, players use similar tactics when driving different types of vehicles, which makes the gameplay monotonous. The improvements listed below are supposed to diversify the vehicles in the game, according to their roles, and depending on the functions they perform. Seven in-game archetype roles have been distinguished on the basis of expert evaluation. These are the in-game roles that each vehicle should perform:

In general, if we talk about system changes, general reductions to manoeuvrability and View Range changes stand out, which contributes to role-based gameplay.

Remember: all suggested changes are not final and may be altered, depending on the feedback from the tester community and in accordance with gathered statistics.


SPG rebalancing

On the Sandbox, the role of SPGs will be changed from damage dealers to support vehicles. In addition, SPGs will receive some new features:

  1. Explosive blast – A new feature for SPGs. Explosive blast occurs together with splash effects after the shell explosion. The tanks that are in the radius of this explosive blast temporary have their characteristics worsened. The damage caused to the battered tanks is counted as damaged caused with your help.
  2. Allied SPGs target area marking: displaying approximate areas allied SPGs are aimed at. If the SPG is not aiming at any particular vehicle, pressing the Requesting fire/ Attacking button (the T button by default) will display the special marker. Otherwise, the standard notification of attacking an enemy vehicle is displayed. The marker will be displayed in the corresponding area on the minimap and in 3D view. Besides, the notification of the SPG status (loading/ready to fire) is displayed. This feature should help players to coordinate actions.
  3. Alternative aiming for SPGs. A new aim mode changes the aiming display for SPGs and makes aiming more convenient for players, which is similar to sniper mode.

Changes will be made to HE shells as well: the amount of damage caused with this type of shell will be decreased in most cases, but the dispersal of HE shell fragments (the radius of splash) will be increased. In short, SPGs will be dealing less damage to single targets, but their attacks will have a better chance of affecting multiple targets at once.


48 thoughts on “Sandbox Server: First Iteration

  1. “Distribution of hits within the aiming circle”
    They went full circle with this crap – I started with that spread, ended up with narrower – and here we are it again…

    Arty change:
    Just dont go full AW.
    Never go full AW.

    Liked by 6 people

      1. They did not go full AW. SPGs still fire slowly….unlike AW. I like low damage, low rate of fire arty. 0 rpm arty would be even better.


    1. I would like to note, however, that while theyre nerfing the likelihood of hitting dead center, they also buffed the shit out of most vehicles accuracys on the last known release of vehicle stats. I wanna say the leo was something absurd like .14 accuracy. So in the long run even though the shell might be more likely to hit the outer rim it would still be more accurate over all.


  2. Seb, this is edited quite poorly, you know.
    Anyway, these changes with the arties, especially this Alternative aiming for SPGs, this IS the Battle Assistant mode, huh? Lovely! :)
    I wonder how much of this will be implemented in the end.

    Oh, and if they fuck up the aiming even more, I call a riot!
    Aiming is horrible as it is anyway, why worsen it instead of making the maps better?!?


      1. It has (had?) links in the text, that was ofthe official WoT page. That and other problems in spacing and such. I guess you fixed it by now?…


  3. So if it is correct, they rolled back the accuracy to pre 8.7 levels for this iteration? Which was adjusted twice for a valid reason, getting it to how it is now…great sandbox is just a major alpha test.

    Worrisome however it does show WG’s general ‘thinking’ and their vision on the new direction. Hope they can be correctly ‘steered’ by the community testers, to an end product that everyone can be happy with.


    1. Sadly, lots of testers are shitters (saw screenshot of one with like 400 WN8 who thinks purpose of TD’s is to guard base) and are giving positive feedback.

      Liked by 3 people

      1. That’s sad indeed, they should’ve picked testers more carefully and later on in the phase added the ‘wider audience’.
        But heck, that is what you get when the only application requisite for entry was: having at least one T10! xD

        Glad I’m not in this test round though, I would’ve become a majorly irritated within 10 min of playing with these ‘test settings’ :P

        Liked by 1 person

    2. That right there is NOT pre 8.7 accuracy. _ its MUCH worse.

      Remember that your aim circle is to show “possible” dispersion (97% of shots fired because 3% have to go sideways for some reason)) from center after 100 meters (though it scales nicely in sniper views) with most shots being within 30% of the center

      This new “fill in the circle” dispersion value shown here is far more reminiscent of what Arty goes through at the moment.

      But this is sand box not public test.
      Most likely WG is starting the dispersion at O.M.G. Ridiculous and are just going to dial it in slowly until it is actually “working as intended”

      That said, ive mixed feelings about ap/cr nerf for mah german tonks. (e-50M is a cruiser? wat?) but at least now when they engage at long range they can bounce shit if its angled thus giving time to actually get that aim circle dialed in and hit what we aim at (like the new teir 7 premium heavy)
      and i am greatly interested in seeing them implement a hard limit on gold spam by making a limit to the number of gold shells purchased in a day. I would have put the limit to the specific vehicles, x % of total ammo capacity, but what do i know?)

      But we will see what they intend. I choose to be optimistic.

      I like the original ideas of “National Flavor” (German accuracy/ American FireControl / Soviet Derp / British DPM / French crazy auto loaders) and hope this continues even as they acknowledge the diversity of roles within the 5 classes
      (maybe then noobs will stop telling my tiger to go brawl? Prolly not. noobs dont read)

      The current meta that “any one vehicle may be best at one particular role in its class however it could in a pinch get by (sometimes barely) doing the another” may continue. I certainly hope so. Because sometimes your long range fire support vehicle is fighting in himmelsdorf or ensk. instead of Fiery Salient or Malinovka

      German Mediums (especially middle tiers) are both flankers first an foremost. with the E-50 line being Fire Support and the Leo line being Cruisers (minus the armor… #bias). Even though both can do either role they have a definite specialty.

      Russian Heavies are another good example. IS series has always been about Assault While KV series has been about holding chokepoints (breakthrough)

      Lights are either scouts or fire support. Unless they are french. Then they are magically both, yet neither.

      This is not always the case however. German heavy lines come to mind. And what this means for them i have no idea. In theory they are Heavy tanks and as such either breakthrough or assault. But in truth they work out to be Fire support until tier 9. Something to do with being so far ahead of their time that the heavy tanks they get tiered against were (usually) specifically designed to counter them. With the best example being the Tiger 1 vs IS 2 and T29 in tier 7

      With a few odd men out. Especially the premiums. Dont know whats going to happen there.
      KV-2 is a Heavy (breakthrough) Tank with a side order of SPG fire support.
      KV-1S(port) is the same heavy only much more assault-like (and leads to IS for this reason)
      AMX tanks get vertically stabilized (in theory) medium firepower crammed (somehow) into light chassis’ (they even made a an amx 120 once) that could go places (like hills, jungles and some deserts) that no other tank could.

      Pz 3; with its speed and 60 mm of frontal armor at tier 3-4, goes back to being a Medium (Cruiser) with a side order of Assault (!?!) Tank

      it will be like 2012 all over again.
      “yo Pz3 go kill that Kv-1(with 152 derp)”
      “sure. no problem.”
      I still have 30 HE shells. it may be enough…”

      Liked by 1 person

  4. The idean is ggod. But that shell dispersion………
    It’s already har to hit something with from 100m+ an inaccurate tank+vents+BIA, but it will be pure RNG with the new iteration.

    The change is waaaaaaaaay too important.


  5. “Changes will be made to HE shells as well: the amount of damage caused with this type of shell will be decreased in most cases, but the dispersal of HE shell fragments (the radius of splash) will be increased.”

    so, they are thinking too harsh about arty, arty, arty, and are missing that if they remake how HE works, tanks like KV2, SU152, etc, will become useless =P

    new role for KV2, stun tanks and do 100 dmg, and wait 25secs.


  6. Paper meds with 45 top speed are shit, scouts with bad acceleration and too much traverse speed which causes you to powerslide if you touch steering is shit, dispersion rollback is shit, BC clip capacity nerf is shit


    1. This is world of IS3+ T10+ IS7 + Super high alpha accurate TD`s game now.

      If you liked meds or lights, we basically need to sell our accounts now.


  7. After watching QB’s stream for 2 hours: Nope, this isn’t the game I want to play. I love meds and lights – they are pretty much dead now – Even heavies like the E5, what’s the point? Everything is sluggish and slow- looks like crews are at 65% now. Holy crap I hope nothing that I’ve seen so far makes it into the game. You don’t change a game this drastically and expect it to survive.

    Liked by 1 person

    1. You do if you are catering to Russian Only, Mindless Brawling mechanics.

      View Range system benefitted the intelligent player, so did soft stats, so that armor wasnt rellied upon as much as skill.

      Liked by 1 person

  8. There’s one interesting statement that WG is making here: They wish to reduce the combat distances.

    Seriously? There aren’t many really open maps left and the new more open ones like the Overlord have generally pretty short engagement ranges too. Just how short-ranged should the action be? I thought that we lived in a corridor meta, but apparently WG wants to introduce a brawlfest that differs from anything we’ve ever seen.

    Oh well, I like my heavies and superheavies.


    1. Yes, that made me wonder aswell. If anything, I though they will INCREASE fighting distance, so tanks like Leo 1 will become playable again. Oh well, I guess WG wants to kill this game and move on to WoT 2.0.


  9. OMG 30% over 50 meters…..What did I say they want it to be world of brawling. I wonder what tanks will benefit most from this? Hmmm maybe the super high alpha, high pen bad gun handling ones with great angled armor? Wow isnt that exacly Rus tanks?

    And wont super accurate soft tanks be hurt? Like All the Nato meds? And most Nato Heavies?

    Wow what a shock.


  10. these could be interesting changes but i do not think they should make accuracy even more random its already really frustrating so as an example having 2 e100s fighting at the end of a game with these changes it will be a joke.

    i still think their testing the extremes of what they could have as their final version single figure turret traverses is a terrible idea especially since with these changes meds will still be more than twice the speed of heavies and with the shorter combat ranges they mentioned a t62a could probably rush in to a group of 4 heavies loop around the slowest one while the others are trying to turn to get shots dodge all of the shots because it would probably be out speeding their turret traverse rates while continuing pumping shots in to the tank its focusing on then move on it will be a total mess.

    honestly i think the way id try and balance would be: (when i say lower i mean lower percentage nerf)

    1 universal ht nerf of mobility by about 30% (would be lower than that for machines like the 50b or 113)

    2 universal mt nerf of mobility by about 20% (would be lower for vehicles like the bat and the leo)

    3 universal nerf of 245+ pen mt guns to about the 235 mark lower for tanks like the russian mts because they have massive rof to make up for it but bigger meds like the e50m (lower tier meds would probably get maybe a 5% to 15% pen nerf due to hts being slower) get higher pen because large size slow rof while buffing lower pen hts like maus and e100 to at least the 250 mark

    4 universal buff to lt view range to at least 415 minimum while nerfing all the other tier 8 9 and 10 vehicles to 375 and lower

    5 total removal of prem ammunition from ANY gun rated as tier 10 and the premium for lower tier tank would be changed to give a 15% to 25% bonus over standard pen while being reduced in damage by about 10%.

    6 arty becomes a class which has he that cant pen tanks and only does splash so the average damage per splash would do about 1/5 of the hp of the highest hp vehicle at that artys tier so (this is for the highest alpha artys at those tiers) but there would be a modifier so when they hit vehicles that are higher tier a certain percentage of the damage would be automatically negated even if the vehicle is open topped this is to stop their higher rof from allowing them to easily do more damage than the higher tier artys. arty would also have their hp increased to be about 2/3 of the roughly the lowest hp of a same tier ht. i also think that the highest damage artys would probably get about 2.4 rof with a fully maxed crew and equipment with this obviously changing depending on what arty it is if its lower damage then higher rof lower splash higher accuracy etc. (the splash radius would be increased a little but the splash damage would still reduce over distance and the splash damage wouldnt deal module damage)

    to me this seems like a reasonable start for how to balance it.


  11. Combat distance will be decreased… What the actual fuck? Sniping is almost impossible as it is now, with the current map design. What’s the purpose of playing a German tank then? What will be the strength of, let’s say, the Tiger I if you can only engage an IS at a distance where the lack of accuracy of the IS doesn’t matter anymore? Trading is not an option and having better DPM isn’t going to make a difference.

    Well, this can change very quickly. I hope that they will make up their minds. Make some better maps for long distance engagements too, like Prok, Malinovka, Sand River, etc.

    Liked by 1 person

  12. the medium tank maniacs hit again
    nerf the penetration at a distance nerf accuracy at a distance will fuck up tds, arty is already dead since they give tier 10 arty 900 damage with no penetration- who the fuck will play this shit anymore? it’s useless


  13. wow spg if I wanted to play AW then i would and arty sucks in that mode too as you end up just countering arty so no one will play that tank you might as well just remove it. the WOT maps are not as big as AW so again arty wont work, plus there is always some sort of cover for arty to hide in again no where to hide arty on some maps like sand river.If people do play arty and you do the stun thing then that will be the new big player hate about arty sun for 30 sec wtf !!!! bad bad bad, again if I wanted to play AW then I PLAY AW i dont want another clone


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