Sandbox #2 Patchnotes (Phase 1)

Off-topic: sorry everyone for not being able to post too much, I was very busy.
Phase 1 Overview
We’re currently testing gameplay tweaks to create a better gameplay experience for well-armored, slow vehicles. Present gameplay mechanics cause them to camp or hang back despite their large HP pool and armor, acting more like tank destroyers. With the current game balance, these vehicles rarely make it to the 1st line of fire because their thick armor offers little protection from long-range shots.
To get them more involved, we:
1. Revised shot distribution within the aiming circle: fewer shots clustered near its center
2. Tweaked penetration loss over distance mechanic: pen values of AP and APCR shells begin decreasing at 50m (instead of 100m); AP shells have 82% of the initial penetration at 500m (APCR have 77%)
3. Reduced excessively high alpha damage of high-caliber guns
4. Balanced the underpowered 120 mm guns by increasing their alpha damage
Vehicles
You can play tier X medium and heavy tanks, TDs, and artillery, along with three tier VIII light tanks. Every vehicle has a Crew trained to 100% in their Major Qualification, and enough Crew XP to train three extra Skills/Perks.

Medium Tanks
 – USSR: Object 140, Object 430, T-62A
 – Germany: Leopard 1, E 50 Ausf. M
 – USA: M48A1 Patton
 – UK: Centurion Action X
 – France: Bat.-Châtillon 25 t, AMX 30 B
 – China: 121
 – Czechoslovakia: TVP T 50/51
 – Japan: STB-1
Heavy Tanks
 – USSR: IS-4, IS-7
 – USA: T110E5, T57 Heavy
 – Germany: E-100, Maus
 – UK: FV215b
 – France: AMX 50 B
 – China: 113
 – Japan: Type 5 Heavy
 – Sweden: Kranvagn
Tank Destroyers
 – USSR: Object 268, Object 263
 – Germany: Grille 15, Jagdpanzer E 100
 – USA: T110E3, T110E4
 – UK: FV4005 Stage II, FV215b(183)
 – France: AMX 50 Foch (155)
 – Sweden: Strv 103b
Self-Propelled Guns
 – USSR: Object 261
 – Germany: G. W. E 100
 – USA: T92 HMC
 – UK: Conqueror Gun Carriage
 – France: Bat.-Châtillon 155 58
Light Tanks
 – USSR: T-54 ltwt.
 – Germany: Spähpanzer Ru 251
 – USA: T49
Maps
Battles will unfold across eight maps: Karelia, Steppes, Himmelsdorf, Ensk, Prokhorovka, Mines, Siegfried Line, and Ruinberg.
In-game Currency
When testing starts, you receive a one-time crediting of 5,000,000 Credits and 1,000,000 Free Experience points. Following that, you will be given 500,000 Credits every day for your 1st battle, an additional 50,000 Credits to regular earnings per battle, as well as 15 Gold for each battle where you contributed to its outcome. If you’d like to stock up on Premium shells, please keep in mind that they can only be purchased using Gold.
We know fighting enemies with a full load of HEAT rounds isn’t much fun, and would disturb the test’s aim to reproduce normal situations in random battles. Therefore, we’re restricting the amount of HEAT shells per battle to the maximum amount on the main game servers.
Important: You have a separate Sandbox account and earnings in it do not affect the number of Credits, Gold, and XP you have on regular servers.
Balance Changes
USSR
T-54 ltwt.
 – 100 mm D10T and 100 mm D10T mod. 1945 guns:
 – AP shell penetration reduced from 155 mm to 144 mm at 500 m
 – APCR shell penetration reduced from 208 mm to 181 mm at 500 m
IS-7
130 mm S-70 gun
 – AP shell penetration reduced from 240 mm to 205 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 233 mm at 500 m
Object 261
180 mm B-1-P gun
 – AP shell penetration reduced from 350 mm to 295 mm at 500 m
T-62A
100 mm D54 TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
Object 268
152 mm M64 gun
 – AP shell penetration reduced from 293 mm to 248 mm at 500 m
IS-4
122 mm D-25T gun
 – AP shell penetration reduced from 152 mm to 144 mm at 500 m
 – APCR shell penetration reduced from 204 mm to 167 mm at 500 m
122 mm М62-Т2 gun
 – AP shell penetration reduced from 250 mm to 218 mm at 500 m
Object 263
130 mm S-70A gun
 – AP shell penetration reduced from 280 mm to 238 mm at 500 m
 – APCR shell penetration reduced from 320 mm to 254 mm at 500 m
Object 430
100 mm U-8TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
Object 140
100 mm U-8TS gun
 – APCR shell penetration reduced from 254 mm to 203 mm at 500 m
Germany
Spähpanzer Ru 251
90 mm Rheinmetall DM1 gun
 – AP shell penetration reduced from 170 mm to 156 mm at 500 m
Grille 15
150 mm Pak L/63 gun
 – AP shell penetration reduced from 270 mm to 229 mm at 500 m
Maus
12.8 cm Kw. K. 44 L/55 gun
 – AP shell penetration reduced from 241 mm to 202 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 239 mm at 500 m
E-100
12.8 cm Kw. K. 44 L/55 gun
 – AP shell penetration reduced from 241 mm to 202 mm at 500 m
 – APCR shell penetration reduced from 263 mm to 239 mm at 500 m
15 cm Kw. K. L/38 gun
 – AP shell penetration reduced from 220 mm to 193 mm at 500 m
G. W. E 100
21 cm Mörser 18/2 gun
 – AP shell penetration reduced from 283 mm to 248 mm at 500 m
Jagdpanzer E 100
17 cm Pak gun
 – AP shell penetration reduced from 289 mm to 245 mm at 500 m
 – AP and HEAT shells alpha damage reduced from 1050 to 950
 – Reloading time changed from 25.7 s to 24 s
E 50 Ausf. M
10.5 cm Kw.K. L/52 Ausf. K gun
 – APCR shell penetration reduced from 260 mm to 208 mm at 500 m
Leopard 1
10.5 cm Bordkanone L7A3 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
USA
T92 HMC
240 mm Howitzer M1 gun
 – AP shell penetration reduced from 355 mm to 303 mm at 500 m
T57 Heavy Tank
120 mm Gun T179 gun
 – AP shell penetration reduced from 238 mm to 212 mm at 500 m
 – AP and HEAT shell alpha damage increased from 400 to 440
 – Drum reload time changed from 25 s to 28 s
T110E5
120 mm Gun M58 gun
 – AP shell penetration reduced from 238 mm to 212 mm at 500 m
 – AP and HEAT shell alpha damage increased from 400 to 440
 – Reload time changed from 10 s to 11 s
T110E4
155 mm AT Gun T7E2 gun
 – AP shell penetration reduced from 285 mm to 242 mm at 500 m
 – APCR shell penetration reduced from 365 mm to 289 mm at 500 m
M48A1 Patton
90 mm Gun M41 gun
 – AP shell penetration reduced from 170 mm to 148 mm at 50 0m
 – APCR shell penetration reduced from 242 mm to 203 mm at 500m
105 mm Gun T5E1M2 gun
 – AP shell penetration reduced from 193 mm to 179 mm at 500 m
 – APCR shell penetration reduced from 221 mm to 204 mm at 500 m
105 mm Gun M68 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
T110E3
155 mm AT Gun T7E2 gun
 – AP shell penetration reduced from 285 mm to 242 mm at 500 m
 – APCR shell penetration reduced from 365 mm to 289 mm at 500 m
UK
FV215b
120 mm Gun L1A1 gun
 – AP shell penetration reduced from 239 mm to 212 mm at 500 m
 – APCR shell penetration reduced from 298 mm to 251 mm at 500 m
 – AP and APCR shell alpha damage increased from 400 to 440
 – Reloading time changed from 8.7 s to 9.4 s
FV215b (183)
183 mm L4 gun
 – AP shell penetration reduced from 300 mm to 254 mm at 500 m
 – AP shell alpha damage reduced from 1150 to 1050
 – HESH and HE shell alpha damage reduced from 1750 to 1450
 – Reloading time changed from 30 s to 28 s
FV4005 Stage II
183 mm L4 gun
 – AP shell penetration reduced from 300 mm to 254 mm at 500 m
 – AP shell alpha damage reduced from 1150 to 1050
 – HESH and HE shell alpha damage reduced from 1750 to 1450
 – Reloading time changed from 30 s to 28 s
Centurion Action X
105 mm Gun L7A2 gun
 – APCR shell penetration reduced from 258 mm to 206 mm at 500 m
France
AMX 50 B
120 mm SA46 gun
 – AP shell penetration reduced from 237 mm to 211 mm at 500 m
 – APCR shell penetration reduced from 297 mm to 250mm at 500 m
 – AP and APCR shell alpha damage increased from 400 to 440
 – Drum reload time changed from 30 s to 33 s
Bat.-Châtillon 25 t
90 mm F3 gun
 – AP shell penetration reduced from 145 mm to 139 mm at 500 m
 – APCR shell penetration reduced from 224 mm to 191 mm at 500 m
100 mm SA47 gun
 – AP shell penetration reduced from 205 mm to 190 mm at 500 m
 – APCR shell penetration reduced from 253 mm to 203 mm at 500 m
105 mm mle. 57 (D. 1504)
 – APCR shell penetration reduced from 249 mm to 199 mm at 500 m
AMX 50 Foch (155)
155 mm SA58 gun
 – AP shell penetration reduced from 283 mm to 240 mm at 500 m
AMX 30 B
105 mm mle. F1 gun
 – APCR shell penetration reduced from 250 mm to 200 mm at 500 m
China
121
122 mm 60-122TG gun
 – AP shell penetration reduced from 244 mm to 212 mm at 500 m
113
122 mm 60-122T gun
 – AP shell penetration reduced from 235 mm to 204 mm at 500 m
Japan
STB-1
105 mm Rifled Gun
 – APCR shell penetration reduced from 248 mm to 199 mm at 500 m
Type 5 Heavy
14 cm/50 3rd Year Type gun
 – AP shell penetration reduced from 219 mm to 204 mm at 500 m
 – APCR shell penetration reduced from 247 mm to 231 mm at 500 m
Czechoslovakia
TVP T 50/51
100 mm AK1 gun
 – APCR shell penetration reduced from 225 mm to 191 mm at 500 m
Sweden
Strv 103B
10,5 cm kan strv 103 L/62 gun
 – APCR shell penetration reduced from 298 mm to 238 mm at 500 m
 – Premium APCR shell penetration reduced from 340 mm to 270 mm at 500 m
Kranvagn
12 cm akan L/40 gun
 – AP shell penetration reduced from 220 mm to 194 mm at 500 m
 – AP and HEAT shell damage increased from 400 to 440

– Drum reload time changed from 35 s to 39 s

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42 thoughts on “Sandbox #2 Patchnotes (Phase 1)

  1. Wargaming back at it again with the accuracy nerf.

    “The problems with this game is everyone is basically forced to fight in CQC, so let’s make them fight even closer!”

    Liked by 2 people

    1. BTW can’t wait for superheavies playing mid on Lakevill meta :P

      To not just criticize, I like that they did not go apeshit with changes this time, and I agree with points 3 and 4. But they really need to get the “let’s make guns less accurate” out of their heads. We already had one accuracy nerf, and IMO shell dispersion is one of the more working things in the game, if anything, guns should be more accurate.

      Liked by 2 people

  2. Rita if u have a way to communicate to WG, please tell them that accuracy is already a problem since they nerfed it a while ago. If they nerf it more, i will miss 50m shots with grille…I already miss 100m shots with grille because the round goes straight up or down for a reason. It’s stupid!

    Liked by 1 person

  3. 1. Revised shot distribution within the aiming circle: fewer shots clustered near its center
    Great, awesome, fantastic, more RNG less consistency ,thats what this game need.
    FUCK YOU WG

    Liked by 2 people

  4. most of the changes are crap, as usual with WG, i dont know why we even bother or get surprised.

    ideas instead of shit sandbox:

    change maps NOW, remove or change every small map(600×600); bring back some old designs (port, dragon, komarin, 1st version of severogorsk…), add places to do hulldown instead of retarded corridors in every side. bigger and more open maps ASAP, even if they are not a square…. 1500x 1100 maps could be great
    actually we may have 1kx1k maps, but easily 30% of the map is unplayable due to mountain, lakes, invisible barriers, etc when most of those could be added “outside” the map, as a decorative item.

    stop the shit with accuracy, tanks are supposed to be able to shoot at KILOMETERS, not fail a shoot at 80m

    TDs should have WAY better accuracy, to let them aim on weak spots at 400m.
    tds should have infinite vision ( not spott rage, just view of spotted enemies)

    lts should never have a gun that let them pen sides, only asses, and they should have more view range

    meds should have the chance to flank, not brawl face to face vs heavys…. but with actual maps, pure corridors, flanking is impossible or a suicide move.

    heavys should be hard to kill… from the frontal side, and yet still have small weak points so they wont be invencible if the enemy team is smart.

    arty: more splash.. WAY more splash, but remove all the chances to kill a full hp tank of its same tier…

    Liked by 2 people

    1. “stop the shit with accuracy, tanks are supposed to be able to shoot at KILOMETERS, not fail a shoot at 80m” – modern tanks are able to shoot at kilometers… – not tanks from the 50s.

      Liked by 1 person

        1. If you’d look up vids from 2010/2011/2012 you’d see that the game was actually pretty fucking bad back then. There was more RNG btw, yet you say “RNG = boring as fuck”.

          Liked by 1 person

          1. never said original stats, just the attractive.

            it was new and a lot of things were better… the balance was better, battles were more fluent and they lasted longer. maps were, without a chance, the best we could see

            when they started to nerf artys, tds, change maps to make them more appealing for heavys, when they changed meds from t9 to tier 10 and artys from t8 to tier 10…. they fucked everything up

            Like

    2. At last someone who doesn’t say to remove artist but instead proposes what it really needs! More splash, less chance to one shoot things! Maybe a double increase in radius, at half the AP value!

      Like

  5. Heavily armored vehicles only get penned by gold, or lucky, well aimed shots. But ad long as it requires skill, that shouldn’t be a problem. Please WG, don’t fuck around with accuracy. It is already bad enough as it is now.

    Liked by 3 people

  6. I played it for 1 hour now and can’t notice a single fucking change.
    They still spam your straight through your thickest armor (but less, since you don’t have enough gold to do that)… can’t find any changes of pen…

    Same old wot but with limited GOLD AMMO (since you can buy it only for gold now).

    Accuracy feels the same, not much different, you aim, you click and shell flies completely randomly inside your circle and you won’t tell me this is different on the live server. Right now on live you fully aim and miss, then you drive 50 down the hill, zig zag and you snap shot somebody from 400 m.

    The only thing that cought my eye is the ammount of ghost shells, every 7th shell is blank.

    Liked by 1 person

  7. Really I do not get them, especially since a lot of the bad feedback they got on SB#1 features they just stubbornly continue with those features in this iteration.

    – 1. Revised shot distribution within the aiming circle: fewer shots clustered near its center

    Wargaming this change was received very badly on SB#1.
    This game does not need LESS global accuracy thru adjusting the 1 global dispersion value the game core has. It needs an other approach.

    The game client/server core needs the ability to handle several dispersion variables, not one!
    So you can link (group) gun types to several dispersion values.

    – 2. Tweaked penetration loss over distance mechanic:

    Same goes here. This change on SB#1 was received very badly and is globally NOT needed, especially if this change is also planned to be escalated down thru the tiers.

    What is needed how ever is looking at those 300 pen HEAT premium shells esp. and premium ammo in general. It needs ‘a’ small con versus the high gain in pen it has.
    Get it thru your marketing department that this change will not hurt revenue, it will probably get back a lot of players who left over the years.

    – 3. Reduced excessively high alpha damage of high-caliber guns

    This is new and imo remains to be seen if it has a pos of neg effect. First thought it’s probably a good change.

    – 4. Balanced the underpowered 120 mm guns by increasing their alpha

    This w and remains to be seen if it has a pos of neg effect.

    Liked by 1 person

    1. 120 are not underpowered. Conqueror has best gun on tier, he will have same alpha as T-10 and ST 1. So what ST 1 has over Conq in terms of gun ?

      E5 will be way better then IS 4, make no sense in firepower.

      Like

  8. As long as HEAT stays the way it is now:
    – no pen drop
    – 100 mm more pen then other shells

    these shells will from now on be VERY MUCH better then the non-premium shells.
    WG knows that and is trying to make it invisible by making gold shells only buyable for gold.
    But on the live server, such a change will never be.

    WoT cHEAT ammo spam update incoming ..

    hopefully they also nerf heat, otherwise the situtation of goldammo will get even worse then before.

    Liked by 2 people

    1. What if the limit the number of gold ammo one tank can carry to 5-6? That would be way better than changing the aiming + pen mechanism!

      Like

  9. Again they make it all wrong. And go away from the original concept of the sandbox feedback. First they buff alpha on tanks like fv and e5 while on the older sandbox they reduced alpha and reduced reload time. This was better I think so you could tank more and shoot more often.

    Also pen drop at 500 meters wont do a shit, all tier 10 tanks have sufficient pen to pen at 500 meter anyways with this sandbox since the pen at 500 meter is still over 200mm for most guns. If they wanted to increase role of armor then remove gold entierly. At lose to medium range armor wont matter anyways since the base pen of ap and prem shells is still to high.

    The issue is not only that slow armored tenks get penned before they reach their spots, they get penned in close range as well by premium ammo and I wonder how WG will adress that.

    Actually yhe reason some HTs play passibe is because their armor dont work because people shoot heat.

    Also about the accuracy, this is a bigger joke it will make it even more frustrating than now where accurate guns miss and unaccurate guns hit center, because the chance of the shells going middle is practicaly the same for all guns as experianced. Depite that WG said they would balance accuracy individualy on the last sandbox feedback. They also mentioned that pen drop and accuracy nerf caused big issues, yet they are testing those again in this new sandbox?

    WG should really fix their accuracy formula and pen drop forumla based on tank type and class. This will do nothing at tier 10, only punish lower tiers and those whio only shoot standard ammo. If they mess with accuracy and pen drop, lower tiers will HAVE to spend more gold to pen areas they could pen prior.

    With the maps these days, slow, armored tenks are not weak because they “cant” get into position without getting sniped, they are weak because they are big and people use gold ammo to pen non-weakspots. Also since they are slow they cant really follow the tide of the battle anyways.

    Like

  10. I can’t stand this SB anymore, every time you stop you get hit for 700-1000 dmg by some arty cunt… i simply can’t play more than 2 games and then rage quit.

    Liked by 1 person

  11. E5 get 40 alpha more, 1 sec reload more. JPe100 lose 100 alpha, get 1,7 sec reload, make zero sense.

    And HEAT is not nerfed, anly gold APCR and med APCR. GG

    Like

    1. e5 should be nerfed to the ground…. it is one of the best heavys ( efective armor), and the mobolity of almost a med tank. plus a great gun, it has no flaws

      Liked by 1 person

    2. wait guys, they will change all this shit, SB just started… we just have to state out the obvious and other crap we don’t like and then hope for the best.

      Like

  12. So basically… they try to fix the RNG problem with making it even worse.
    Yes. I see. Quite logical if I say so myself.
    [/sarcasm]

    In all honesty, I’m not even surprised about these changes. For some reasons they are really set on the accuracy nerfing, that became obvious in the last one year’s changes. I only want to know why.
    The only redeeming part of the SB, as far as I can see, is the gold ammo only for gold. Too bad they did that solely because they wanted no gold spam, so the feedback would show a ‘real’ statistic of the values.

    I think the SB will allow the players to tell WG to grab the accuraccy nerf and shove it, shove it right up their asses, deep.

    Also, about the accuracy, today I played a couple battles in my KV-2.
    I was trying to shoot at an enemy Type T-34 that was sitting behind some bushes, completely unaware of me. Was around 80 meters away. I aimed, waited another 2 seconds after the aiming circle became the smallest, fired and missed.
    Then an M4 rolled into my view and I snapshotted at it.
    He was not more than 50 meters away.
    I hit him perfectly. Killed him from full health.
    WHILE I WAS MOVING FORWARD AND TURNING THE TURRET.

    I think I have had enough of this whole accuracy RNG bullshit.

    Like

  13. What a disaster. The devs are completely out of touch, they don’t know what to do and keep wasting time with these needless changes. Damn, just fucking nerf arty and let people use the rest of the maps ffs.

    Like

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