Sandbox – Update 1.0.2 patchnotes

This patch contains both parameter changes that concern the SPG vehicle type in general and changes to specific SPGs. There are changes to vehicles with weak armor protection (Leopard 1, AMX 30B, Bat.-Chatillon 25 t) as well as to vehicles with great armor protection (Jagdpanzer E 100, Maus). While the former did not fare well in terms of their performance, the latter started to dominate the battlefield.

 

SPGs

 

  • Reduced the aerial damage of HE shells from the edge to center. Now the damage is distributed more evenly. This change is made in order to increase the probability of hitting the target with splash damage.
  • Changed the formula according to which the penetration of SPG HE shells is calculated. Penetration of SPG HE shells has increased two- to threefold compared to the previous iteration.
  • As in the first iteration, stun now affects vehicle reload time. Now, stun affects reload time even more.
  • Changed the duration of stun. On average, it has increased by 10%. This change was introduced in order to fix the issue where stun was always applied to vehicles that were standing at the edge of the area of stun’s effect and that did not receive any damage.
  • Adjusted the protective properties of Consumables and Equipment against stun:
    • Fixed the issue where Chocolate decreased the duration of stun by 30%.
    • Large First Aid Kit now decreases the duration of stun by 5% instead of 10%.
    • Superheavy Spall Liner now decreases the duration of stun by 15% instead 20%. General properties of the Equipment piece are retained. This piece of Equipment works well against the effect of stun.

 

Vehicles

 

  • Object 261:
    • Penetration of the F-600D shell for the 180 mm B-1-P gun changed from 18 mm to 40 mm.
  • The T92 caused too little damage compared to other vehicles of its tier. Therefore, some changes were introduced.
    • Reload time of the 240 mm Howitzer M1 changed from 58 s to 55 s.
    • Damage of the HE M146 shell for the 240 mm Howitzer M1 changed from 1,250 HP to 1,300 HP.
    • Penetration of the HE M146 shell for the 240 mm Howitzer M1 changed from 24 mm to 46 mm.
  • Conqueror Gun Carriage:
    • Penetration of the HE Mk. 18 shell for the B.L. 9.2-in. Howitzer Mk. II changed from 24 mm to 47 mm.
  • G.W. E 100:
    • Penetration of the Gr. 18 Stg shell for the 21 cm Mörser 18/2 gun changed from 21 mm to 44 mm.
  • The Bat.-Châtillon 155 58 underwent significant changes. The new characteristics will allow players to influence the course of battle more and be more mobile.
    • Traverse speed of the Batignolles-Châtillon 155 mle. 58 suspension changed from 12 deg/s to 18 deg/s.
    • Traverse speed of the Batignolles-Châtillon 155 mle. 58 turret changed from 10 deg/s to 8 deg/s.
    • Dispersion on the move and hull traverse with the Batignolles-Châtillon 155 mle. 58 suspension increased by 67%.
    • Number of shells in the magazine of the Canon de 155 mm gun changed from 4 items to 3 items.
    • Rate of fire for shells in the magazine for the Canon de 155 mm gun decreased by 20%.
    • Magazine reload time of the Canon de 155 mm gun for the Batignolles-Châtillon 155 mle. 58 turret changed from 80 s to 60 s.
    • Damage of the OE M101M4 shell for the Canon de 155 mm gun changed from 700 HP to 750 HP.
    • Penetration of the OE M101M4 shell for the Canon de 155 mm gun changed from 15 mm to 37 mm.

 

Roles

 

Combat effectiveness of fire-support vehicles was deemed insufficient according to the results of testing. These vehicles were changed to play their role better, especially when it comes to medium and long range combat.

 

  • M48A1 Patton:
    • Dispersion on the move and hull traverse with the T97E2 suspension decreased by 17%.
    • Aiming time of the 105 mm Gun M68 for the M87 turret changed from 2 s to 1,8 s.
    • Reload time of the 105 mm Gun M68 for the M87 turret changed from 7,3 s to 8 s.
    • Dispersion on turret traverse of the 105 mm Gun M68 decreased by 33%.
    • Suspension traverse speed changed from 35 deg/s to 40 deg/s (not reflected in the interface). o Engine power increased by 20% (not reflected in the interface).
  • STB-1:
    • Dispersion on the move and hull traverse with the STB-1 suspension decreased by 27%.
    • Aiming time of the 105 mm Rifled Gun for the STB-1 turret changed from 2,5 s to 2 s.
    • Dispersion at 100 m of the 105 mm Rifled Gun changed from 0,35 m to 0,4 m.
    • Traverse speed of the STB-1 turret changed from 25 deg/s to 30 deg/s.
  • Leopard 1:
    • Aiming time of the 10,5 cm Bordkanone L7A3 gun for the Leopard 1 turret changed from 1,9 s to 1,5 s.
    • Reload time of the 10,5 cm Bordkanone L7A3 gun for the Leopard 1 turret changed from 7,3 s to 8,4 s.
    • Dispersion at 100 m of the 10,5 cm Bordkanone L7A3 gun changed from 0,3 m to 0.28 m.
  • AMX 30 B:
    • Dispersion on the move and hull traverse with the AMX 30 B suspension decreased by 55%.
    • Reload time of the 105 mm mle. F1 gun for the AMX 30 B turret changed from 8 s to 8,7 s.
    • Dispersion on turret traverse of the 105 mm mle. F1 gun decreased by 50%.
    • Dispersion at 100 m of the 105 mm mle. F1 gun changed from 0,33 m to 0,36 m.
  • Bat.-Châtillon 25 t: on some occasions, the vehicle was running out of shells before the end of the battle. This significantly decreased the vehicle’s effectiveness, so we took the decision to increase the vehicle’s shell capacity.
    • Shell capacity of the 105 mm mle. 57 (D. 1504) gun changed from 32 to 40.
    • Reload time of the 105 mm mle. 57 gun for the Batignolles-Châtillon 25 t turret changed from 40 s to 33 s.
    • Dispersion of the 105 mm mle. 57 gun changed from 0,45 m to 0,38 m. o Number of shells in the magazine of the 90 mm F3 gun changed from 6 items to 4 items.
    • Shell capacity of the 100 mm SA47 gun changed from 30 to 40. o Shell capacity of the 90 mm F3 gun changed from 36 to 40.
    • Number of shells in the magazine of the 100 mm SA47 gun changed from 6 items to 4 items.

 

Changes to Individual Vehicles

 

  • Owing to its great armor protection, the IS-4 was highly effective on the battlefield. To keep this vehicle within its role, the rate of fire of the vehicle’s gun was decreased. At the same time, gun stabilization on the move was improved to make firing it more comfortable for the player.
    • Dispersion on the move and hull traverse with the IS-4M suspension decreased by 19%.
    • Reload time of the 122 mm M62-T2 changed from 12 s to 13 s.
  • T110E3: according to player feedback, the shell capacity of the 120 mm AT Gun M58E was increased from 27 to 54.
  • T110E4: the premium shell for this vehicle was excessively effective compared to other vehicle shells and was changed because of this.
    • Penetration of the APCR M112E1 shell for the 155 mm AT Gun T7E2 changed from 375 mm to 311 mm.
  • Grille 15: improved shell characteristics in order to make the vehicle play its role better and to increase its effectiveness at long range.
    • Penetration of the Gr. HL shell for the 15 cm Pak L/63 gun changed from 307 mm to 320 mm.
    • Penetration of the Pzgr. shell for the 15 cm Pak L/63 gun changed from 275 mm to 300 mm.
  • Jagdpanzer E 100’s armor protection has become a lot more effective in the new environment. To balance this vehicle, the penetration of its shells was decreased.
    • Penetration of the PzGr 46 shell for the 17 cm Pak gun changed from 300 mm to 253 mm.
    • Penetration of the Gr 46 H1A shell for the 17 cm Pak gun changed from 329 mm to 280 mm.
  • Maus. The vehicle has become a lot more effective and is starting to gain popularity among players. The main objective of the vehicle is to serve as the team’s shield. We have retained this role of the vehicle, but are decreasing its gun’s effectiveness, at the same time.
    • Aiming time of the 12,8 cm Kw.K. 44 L/55 gun for the Maus turret changed from 2,4 s to 2,7 s.
    • Reload time of the 12,8 cm Kw.K. 44 L/55 for the Maus turret changed from 12,2 s to 14 s.
    • Dispersion on turret traverse of the 12,8 cm Kw.K. 44 L/55 gun increased by 67%.

 

 

Known Issues

 

  • When armor absorbs damage from splash of a hit from an SPG, too much stun is applied.
  • If a vehicle is penetrated with an SPG’s HE shell, no stun is applied.
  • When a vehicle is destroyed in one hit, the sound of stun continues to play until the end of the battle, in the Garage, and in subsequent battles.
  • The sound effect of stun is played quite loudly and for a long time, which muddles the overall sound ambiance.
  • When stun is stacked up through hits of 2x SPGs at the same time (and the first applied stun is stronger that the second one), the second, weaker, effect should be activated as soon as the first one expires, whereas now the first, stronger, effect is prolonged instead.
  • Incorrect display of vehicle markers when viewing information upon pressing ALT: the name and vehicle icon intersect.
  • When the effect of stun is applied alongside with detracking of the enemy vehicle, assisted damage is only earned for the action of stunning.
  • Upon successive damage to a vehicle from 2 SPGs, when the hits reach the target in the following order: 1st SPG, 2nd SPG, 1st SPG, assisted damage of the second SPG is not counted.
  • When spectating the battle after destruction of the player’s vehicle, which was under the effect of stun, the stun indicator is not displayed for other allied vehicles.
  • When driving an SPG with alternative aim enabled, the player can aim outside the map’s boundaries.
  • When switching to spectate an allied vehicle in the battle after destruction of the player’s vehicle, which was under the effect of stun, the sound effect of stun is not played.
  • The stun indicator is not displayed if an SPG hits the vehicle that is already stunned at the moment when the previous stun expires.
  • If a stunned player returns to the Garage, the indicator on the map/minimap will be displayed until the end of the battle for all allies and enemies.
  • On mouse over a Premium shell in the Maintenance window, the pop-up shows the price in credits.
  • When a replay is viewed, markers of shots of enemy SPGs are not displayed on the minimap.
  • In shell info, the penetration falloff value at 100 m does not reflect the real data. Instead, the default value from the shell’s parameters is shown.

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44 thoughts on “Sandbox – Update 1.0.2 patchnotes

  1. Good job Wargaming. You are making your game worse. Take notes people, this is “How to Lose your Player-base 101”

    Like

  2. 17cm on JgPzE100 now has 253 pen?? Like seriously? Imagine being hit by that kind of gun in real life. It would turn vehicles upside-down, create massive holes in tanks and not just bounce off them. Ridiculous.

    Like

    1. you are new here aren’t you? When did WG respect hystorical acuracy? Anyway, the jageru still has a monster alpha, it was only fitting to nerf some aspect of it. Though I wish they did it the other way around, nerf the alfa, keep the pen, but hey, at least they are looking into it…

      Like

  3. Im on the sandbox and these changes seems good. My jagd e 100 have 50mm less of pen but withstand punishment like a champion. We need more testing and remember these changes are not going to hit live server anytime soon. Its a TEST.

    Liked by 1 person

  4. “As in the first iteration, stun now affects vehicle reload time. Now, stun affects reload time even more.
    Changed the duration of stun. On average, it has increased by 10%.”

    Good changes WG, exactly what player’s feedback was. Wait, players wanted the stun time to decrease! Oh nwm :)

    Like

    1. consider that everything they changed due to the comunity cryes, ended up fucking up the game :
      – the nerf on artys & tds
      – the addition of gold ammo for credits
      – the change of maps to be heavy-friendly, ending them in pure corridors and removal of bushes
      – the addition of tier 10 mts, tds and tier 9-10 arty and future addition of tier 9-10 lts

      if i were them, i’d o the opposite of what people ask, maybe that way things would start to work again.

      Like

      1. eh…..the nerfs to arty were needed. back during the 12 v 12 arty games…..(while their current state needs a rework to end frustration and stopping them causing camping)

        the nerf to TDs……needed at first…but then WG went to far by also nerfing camo on maps. (so double nerf instead of 1)

        other than those 2. yeah.

        Like

        1. the nerf on artys should have been fixed by cap the number fo artys to 2-3 artys per side (or 0-1 depending on the map); and once they had to wait 10 min to find a battle, the number of tomatoes playing arty would drop.

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          1. and it still wouldn’t have stopped arty from doing the opposite its supposed to

            aka stopping camping. not causing it.

            Like

            1. Arty will never become an anti-camping mechanic. Correct decision for gameplay would be to remove arty. I’m not stupid, I know it isn’t going to happen but you can’t make a fix that would please both arty players and non arty players.

              Big step would be not allowing arty platoons and XVM removal, along with cap to max 2 per battle (1 would be best but again, unrealistic) I would be okay with arty, even though I still think it’s completely retarded mechanic.

              Like

              1. Woolgun both of those ideas would be good with me

                but WG needs to try stuff like the “shell shock” ideas to find out for sure if they’ll work or not.

                after this, they’ll likely change to “flare and smoke”, focusing on arty more and more as “spotting dmg” than actual dmg.

                and after that, who knows.

                the point of sandbox, is to test stuff out, even if it won’t work. just in the small chance it works.

                but so many people act like sandbox is final, not realizing its the drawing board for WG. not a test server for releases to live.

                but a drawing board to test both sane and insane ideas.

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                1. But any change they make will be nullified if XVM focus and platooning is present along with 3 arties per team. So instead of changing gameplay of the arties, try those things first and see how players react to them, I’m sure they’d be more positive towards those changes, not stunning and other crap.

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                2. Point I’m trying to make is arty platoon/3 arties per team perma stunning you will be as bad as current arty. 3 arties/platoon perma tracking you(tracking shells)/spotting you(illuminating shells)/smoking randomly the whole battlefield(smoke shells) is just as annoying as current arty. Fix this first, then proceed to gameplay changes.

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                  1. yes and WG will likely drop this idea in time

                    but they need to “give it a chance” long enough so people won’t suggest it in the future again.

                    Like

  5. “While the former did not fare well in terms of their performance, the latter started to dominate the battlefield.”

    Of course, you dumb f*cks! Buff armor role and nerf sniping to oblivion = logical and predictable result. Even a goat could predict it.

    Like

  6. its an improvement from the last version
    though leo 1 is still inferior to tvp due to hp/t

    still, its improving slowly

    Like

  7. Wow, it’s like they are trying to destroy their game. Implement ‘stun’ and that’s EXACTLY what will happen.

    Seriously, they are looking at this ‘re-balance’ thing completely ass backwards.

    I’ve spent a fair bit of money on this game…it’s been a decent 5 years, but I will not be playing what’s on the sandbox if that comes into game.

    Like

    1. you do realize the stun doesn’t mean a true stun?

      it means your tank acts like its got some damaged (not broken, damaged) modules for a bit.

      the alternative is being dead.

      so your choosign between 10-30 secounds of being a bit less mobile, a bit less accurate, and a bit longer reload.

      or being dead.

      when you “stunned” you can still shoot, still move, still reload. which you can’t do if your dead.

      Liked by 1 person

      1. Yup, I know – it’s a terrible mechanic. Everything they are adding to the game is going to ‘slow’ down game play. Sure, lets make every t10 feel like a t4…great idea…stuns are just the icing on the cake. Current arty is preferable IMO

        Like

          1. Watched a 2 hour QB live stream of it last week. Absolutely NOTHING about it looked fun, or an improvement over the current game. I was honestly horrified, the kind of things wg is testing are game killing…I’ve seen it tried before.

            Like

            1. Well what i say is – lets wait and see, give them time and hope for the best.
              I just got my invitation yesterday and i can tell you 1.0.3 is quite fun to play.
              Arty is LESS ! annoying and there i no prem ammo spam.

              But it could be just prem ammo spam removal.

              Like

  8. ok now im definitely convinced that WG is straight trolling with the sandbox
    “we’re listening to player feedback” lolnoyou’renot.jpg

    Like

  9. RIP Maus, RIP Jpe100. If ever those stupid idea of WG gonna get live, I wonna FULL refund of JPe100, and Maus

    Tier 10 TD, that have less pen then most HT. Armor is effective vs IDIOTS !!!!WHo try to shoot this tank on 300 meters, with new pen drop. But 80% of sandbox player are from RU, and they are “pro” players….

    Like

  10. maus got more popular among the player base? no we cant have that fuck your gun stats seriously war gaming dafuq a tank which has been essentially useless for the last 2 years starts to gain popularity and you immediately nerf it fuck of the maus should have good gun stats more than any of the other tier 10 heavies i mean typically its only in the battle for maybe 40% of the game so it should be able to put out the damage while it is in the fight nerfing its gun stats like this is just fucking stupid

    Like

    1. to me this just confirms theyve no interest at all in making the maus a viable option at tier 10 also 253 pen for the jpz e100? thats also kinda dumb to 275 should be minimum for that sort of gun otherwise why would you go to it over the monster jagdtiger?

      Like

    2. The problemas with maus is that in the sandbox playera cant spam gold rounds so its a fucking monster. With the real server goldspam it would be the joke its now.

      Like

      1. thats a fucking good point and as far as ive read they arent altering heat in any way so it doesnt lose pen at range and has ridiculous pen and considering 90% of tanks above tier 9 use heat ammo on their top gun its going to be the thing that hits you most often and its the thing that hurts the maus the most cuz flat armour vs heat is worthless. its still going to be totally useless and this is just a totally unnecessary nerf. i think ive changed my mind i was going to rebuy the maus but fuck it its not worth the pain im just gonna rebuy the e75 and stick my op e100 crew in it at least that has some sharper angles on its armour. (sold the e100 for the same reason as i sold the maus the is4 right now is the only non e5 ht that has armour that does anything)

        Like

  11. What the players want.and whats actually good for the game are two separate things. The average player/official forum genius barely knows what a minimap is let alone how to actually improve the game. So let WG test the shit out and stop being whiny little shits.

    Like

  12. Thought they wanted to improve the role of armor ?
    actually they are going to decrease it hidden nerf the armored stuff like jp or maus so nobody would play it on real server anymore
    you cannot literally take out premium rounds and then say the armored shit is to good so they have to get nerfed
    NOBODY will fire this rebalanced apcr stuff in high tier battles anymore the most actually are gold only even now
    the only thing they are going to improve is the use of premium rounds if thats even possible and so the income of their company
    not to mention that the pen ratio is going to drop dramatically after another accuracy “rebalance” and this stupid distance pen drops
    already thought its to much rush in and yolo these days but seems like I am wrong

    Either take out the credits for premium rounds rebalance the credit costs especially for high tier vehicles or lower its effectivness
    never understood why the small calibre guns like these on tier 8 meds have to pay almost the same price for their gold rounds as these monster derp gun tds from tier 10

    Like

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