Sandbox: Comprehensive Changes to Artillery


In Sandbox, tanks in the arty splash radius have their Crew stunned and characteristics temporarily weakened, giving the other team a few precious seconds to break the defense lines and catch the enemy by surprise. Arty shells receive an all-new parameter: maximum stun time. All vehicles in the splash radius are stunned 30% of this time, plus a certain amount of the remaining 70%, depending on the damage they receive. The stun duration also depends on the area within the splash radius.

Unlike the current mechanic where arty rids you of HP for good and might kick you out from the game in a single shot, the stun duration passes, and you can fight on. At the same time, with the increased splash radius, SPGs can help their team turn the tide of the battle. Of course, it’ll take patience, practice, and good knowledge of the “hot zones” on maps.

To stress arty’s role as long-range support fire, we decreased their dispersion on the move and reload time, while also improving aiming time and accuracy. Now they can efficiently redirect fire and come to rescue team mates on several flanks quickly.

Multi-use Consumables

Now there are a number of ways in which the stun effect can be reduced. Along with a vehicle’s armor that helps partially absorb it, the negative impact of arty can be minimized further with Spall Liners: Heavy Spall Liner reduce its effect by 10%, Superheavy—by 30%. So, the heavier and better armored the vehicle is, the less it suffers from being stunned. Finally, First Aid Kits reduce the stun effect by 20% (by default) and lift it completely after you use them, even if your Crew weren’t hurt.

Those who joined us in the 1st Sandbox iteration know how getting stunned a few times per battle could kill the fun completely. We heard you, and fixed this issue with multi-use consumables: Repair and First Aid Kits, Fire Extinguishers. Consumables of the same type recharge independently, so you can use a small First Aid Kit one, while the large is recharging, or vice versa. Regular consumables take 90 s to recharge, Premium—60 s.

Ammo Load

Large-caliber guns coupled with high penetration values of AP and HEAT shells allow SPGs to pierce thick armor, usually dealing fatal damage. If this happens to you, it makes you question the point of all the effort you put into playing. No one wants to play a game where they don’t actually get to play. So, regardless of how well-armored a player is, many choose to sit in an arty safe spot and never move, forcing draws and base camping.

We eliminated AP and HEAT shells for arty, as well as reduced penetration values and alpha damage of HE shells, which should lower the chances of being severely crippled, if not outright destroyed, by them.

Blast Damage Falloff

Playing artillery effectively requires skill. You need good aim to follow a moving target, anticipate where it’s going to be and how much time it will take for a shell to reach its destination. To reward skill and compensate for the reduction of alpha damage and penetration values, we revised shell fragment dispersion within the splash radius.

On live servers, arty deal no damage on the perimeter of their splash radius. In Sandbox, the damage value falloff from the center to the perimeter will be less abrupt: HE shells deal 30% of their maximum damage there. This way, they deal less damage, but to a larger area, even without direct hits.

With a smaller gap between a direct hit and a near miss (in terms of damage dealt), shooting at multiple targets becomes more efficient than picking just one. This change, together with the introduction of the stun mechanic, should force SPGs to change their play style and aim at hitting multiple targets, letting their teammates finish the job.

Situational Awareness

Stun Indicators. To help both camps better assess the stun effect and adjust their battle plan accordingly, we also added several new battle indicators. Arty can see the damage their teammates deal to stunned vehicles (also included in their after-battle stats as damage dealt with their assistance), while all players see the countdown of the remaining stun time right above the vehicle affected by it. Finally, if you get stunned, along with the stun time, you get a lowdown on HP lost and how your combat parameters decreased, in the lower left of the HUD (similar to when your vehicle drowns or catches fire).

Target area marking for friendly vehicles. As long-range support vehicles, it’s critical that SPGs coordinate their actions with fellow players. They should be able to alert the team to where they will shoot, so that teammates can ready themselves for an attack.

To achieve this, we improved the target area marking (first tested in last year’s Sandbox). Now you will be able to mark not only an enemy vehicle, but also the area you are targeting (press the Requesting fire/Attacking button (“T” by default) to display the special marker; its radius will be the same as the shell splash radius). You can see them highlighted in yellow on the widget below.

It’s totally up to you whether you show it to the team or not. Besides, if you are really tired of “arty’s sleeping” messages, you can end them by simply showing people where you are aiming.

Alternative Aim. Inspired by the fan-favorite Battle Assistant, it changes the aiming display for SPGs and gives a clear flight path of the projectile and a good overview of the terrain, allowing you to aim better. Unlike the third-party mod, it works well around large obstacles. Also, the aim reticle doesn’t jump when switching between regular and alternative aim. We believe that it should make arty gameplay more engaging and help realize its full potential in combat. Try it for yourselves and let us know your thoughts.


33 thoughts on “Sandbox: Comprehensive Changes to Artillery

  1. “Regular consumables take 90 s to recharge, Premium—60 s.”

    Pay to win confirmed

    “We eliminated AP and HEAT shells for arty, as well as reduced penetration values and alpha damage of HE shells, which should lower the chances of being severely crippled, if not outright destroyed, by them.”

    How about buff accuracy and reload time on them as well so they aren’t going to be as RNG dependant as they are now?

    Liked by 1 person

      1. In WoWs u earn shitloads of Credits per Round even with a non-premium Ship, meanwhile in WoT u can have epic rounds, but had to spend some Prem.rounds (and Consumeables) coz ure like “always” lowtier and finally ure happy that u get 1298 Credits after a 7k Dmg-Round.

        After a few rounds with the Tirpitz i need a container vessel for the silver..


    1. played a few games, atm its total arty fest. 5 each team. if you buff reload and accuracy you would have to reduce the stun significantly. currently its not uncommon to be stunned for extended periods of time because of the number of arty in each game.


      1. It’s because everyone wants to test arty, you muppet…
        It may be like that for a little while if/when it goes live, but will soon calm down.


  2. how dose it work with the Multi-use consumables ?
    do u pay one to use it few times in battle or u will pay for each use ?

    BTW i think that resting all modules/crew dmg every 1 min is OP.


      1. there was nothing wrong to change it- check what averrage damage per battle do arty and what average damage per battle do the same tier heavy/medium/detroyer class tank. Arty will have the smallest average damage. That some funicums crying about arty it’s problem that they dont know where to hide. I’m player with 2000wn8, playing with arty very rare, but don’t cry.


        1. Maybe you’re missing the point of these changes. The game isn’t designed for funicums/unicorns/fartbuckets/whatever in mind – it’s designed for everyone, which means also for the 90% majority of them – who are completely casual players and don’t play WoT like their life depends on it. These changes are about making the game more fun for more players, not making it ultra-hardcore-serious-mode for people who play for more than just fun.

          I personally don’t enjoy having to deal with arty 1shots while behind cover and using my Conqueror (for example) as intended and not 5m in front of the enemy like the rest of the brawly heavies do.
          Sometimes, arty just adds ridiculous RNG that no amount of skill and awareness will save you from and I for one am glad to see what WG are doing to address it.

          It’s not fun for arty players when they miss a sure shot and it’s not fun for the rest of people when they don’t. Simple as.

          I don’t know why you felt like sharing your stats, but mine are 12k battles / 1900wn8, which I think says absolutely nothing about me as a player but I DO want to stop playing the game when some artillery player 1shots me and wastes my time and enjoyment of the game. When it’s my fault I move on (even though I tend to play tanks that arty prefers to shoot at), when it’s not, I call bullshit on WG.


  3. Well, for once I’m interested in the said changes. Granted, I am biased towards removing arty entirely, but what has been posted here does make it sound like something that just might be tolerable enough not to hate it.


    1. Read again. It’s just overall stun duration. The guaranteed stun is 30% and the remaining extra 70% is applied proportionally to the damage, most likely meaning that for full 32 seconds you would have to score HE pen for full dmg. Also med kits reduce stun by 20%, I assume as a passive bonus. There’s also a note about spall liners reducing it even further. If that’s indeed the case, and you happen to have a med kit, then the effective stun would be roughly 8 seconds, plus extra for the damage. If it’s a splash then the damage is already cut by half, so the remaining 21 (..ish) seconds becomes 10, minus 20% again, making it 8 extra, so 16 in total. And that’s the best (worst?) case scenario, where direct non pen hit resulted in damage equal to half of the HE dmg. In practice there’s usually some armour in the way, reducing it even more. So, if by any chance, my logic is how the stun duration is going to be calculated, we are looking at effective 10-15 seconds of stun.

      I may be entirely wrong though. :)


      1. Well, if that’s the case, it may solve the arty problem. At least, in combination with rechargable consumables. Reusable medkits and repairkits can increase the duration of battles, that’s a good thing. I think I’m gonna play Sandbox tonight, so I’m gonna find out how it works. Thanks though.


  4. From the looks, they have reworked it almost exactly to how I wanted it reworked years ago. I made an in depth forum post on it, but sadly it was eaten by time and I can’t find it again.

    However, the one thing they didn’t add which I would say is an important part is an immunity window after being stunned to prevent chain stunning. This is going to be very noticeable on the Sandbox server, as everyone tries out artillery and the stuns.

    Still, increasing the dispersion is a great idea I hadn’t considered, as it punishes artillery players less for reacting to changes as they happen, rather than 20 seconds in advance. And, with the lowered alpha damage, they still won’t be able to shotgun killing LTs.


  5. I never enjoyed getting ammo racked/turret ringed/gun’d and essentially being useless for the rest of the game. If I even survived the rest of the game. I also never notice when I knock out enemy modules. I A. Can’t tell I knocked one out and B. can’t do it reliably enough for it to be worth considering as a tactical option. It’s more of just “hey maybe I get lucky and ammo rack him, winning the fight”. That’s not nearly worth “hey. I got ammo racked. Fuck.”.


  6. By the way, I think they should simply make it the new HE mechanic, not just an arty mechanic. Take all HE shells, nerf the damage and give them a little bit of stun, even if it’s for a second or so. This would actually increase armour role in game … for a change … and give lower tiers an option to suppress higher tiers and provide an alternative ways of supporting the team.


  7. How can arty now defend itself on short range?

    The whoe stun mechanic still seems stupid to me. And with the blast radius increased you can’t shoot when allies start pushing.

    And that blatant mocking of the battle assistant “our works correctly with the obstacles”. You haven’t been able to this day to fix the horizont clipping of aim when tank disappears.


        1. From what I’ve heard it’s much harder to even pen most scouts now, so you need your team to protect you from them. You won’t be able to shotgun them from full health with ease anymore.


          1. Ok, thank you for the answer.

            I’m not saying it should keep the shotgun potential but this way have fun playing arty on city maps.


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