Sandbox #2 Detailed Patchnotes + 0.9.17.1 Patch Delayed

From reliable sources comes the information that the  release of the patch 0.9.17.1 is not imminent yet. (it will come probably in March). There will be 2 or 3 iterations of the common test. Stock up on patience.

PS: Have time to play the T110E5 and Grille before the nerf.

Now, the Sandbox patchnotes:

Added the ability to reuse equipments (first aid kits, repair kits, etc.) during the battle. This change will make fighting at the same level possible after the introduction of the stun mechanic. The use of the kit removes the stun from the tank.

Balance Changes
Multi-use consumables (repair kit, first aid kit, etc.) – 90 seconds recharge time for standard, 60 seconds for premium consumables.
Damage dealt at the splash radius perimeter: 30% of total damage value
Guaranteed stun duration: 30% of the maximum stun time
Stun duration dependent on the damage received: 70% of the maximum stun time
Consumables
First Aid Kit: reduces the stun effect by 20% by default and lifts it completely after you use it, even if Crew weren’t hurt (and you can use it multiple times).
Heavy Spall Liners: reduce the stun effect by 10%.
Superheavy Spall Liners: reduce the stun effect by 30%.

Bat.-Châtillon 155 58

Accuracy changed from 0.8 to 0.61
Aiming time reduced from 5.5s to 4.5s
Drum reload time reduced from 80s to 52s
Shells:

OCO mle. 1944 shell (HEAT) removed
OE M101M4 shell (HE):
Damage reduced from 1250 to 750
Penetration reduced from 95 mm to 39 mm
Splash radius increased from 3.97 m to 9 m
Stun duration: 32s
OE M101M6 shell (HE):
Damage reduced from 1250 to 750
Penetration reduced from 95 mm to 39 mm
Splash radius increased from 5.34 m to 10 m
Stun duration: 32s

G.W. E 100

Accuracy changed from 0.84 to 0.76
Aiming time reduced from 7s to 4.8s
Reload time reduced from 42.5s to 39s
Shells:
Gr. 18 Be shell (AP) removed
Gr. 18 Stg shell (HE):
Damage reduced from 2000 to 1100
Penetration reduced from 105 mm to 53 mm
Splash radius increased from 6.22 m to 14 m
Stun duration: 40s
Gr. 18 shell (HE):
Damage reduced from 2000 to 1100
Penetration reduced from 105 mm to 53 mm
Splash radius increased from 9.21 m to 15.5 m
Stun duration: 40s

Conqueror Gun Carriage

Accuracy changed from 1.2 to 1.08
Aiming time reduced from 8.8s to 6.1s
Reload time reduced from 58.1s to 52s
Shells:
HE Mk. 18 shell (HE):
Damage reduced from 2200 to 1200
Penetration reduced from 117 mm to 58 mm
Splash radius increased from 7.76 m to 15 m
Stun duration: 43s
HE Mk. 19 shell (HE):
Damage reduced from 2200 to 1200
Penetration reduced from 117 mm to 58 mm
Splash radius increased from 11.1 m to 16.7 m
Stun duration: 43s

T92

Accuracy changed from 0.92 to 0.83
Aiming time reduced from 8s to 5.9s
Reload time reduced from 53s to 49s
Shells:
M114/M78 shell (AP) removed
HE M146 shell (HE):
Damage reduced from 2250 to 1300
Penetration reduced from 120 mm to 60 mm
Splash radius increased from 8.13 m to 15 m
Stun duration: 45s
HE M160 shell (HE):
Damage reduced from 2250 to 1300
Penetration reduced from 120 mm to 60 mm
Splash radius increased from 11.64 m to 16.7 m
Stun duration: 45s

Object 261

Accuracy changed from 0.66 to 0.59
Aiming time reduced from 6.5s to 4.5s
Reload time reduced from 35s to 32s
Shells:
UBR-600 shell (AP) removed
F-600D shell (HE):
Damage reduced from 1700 to 900
Penetration reduced from 102 mm to 45 mm
Splash radius increased from 4.91 m to 11 m
Stun duration: 38s
F-600BM shell (HE):
Damage reduced from 1700 to 900
Penetration reduced from 102 mm to 45 mm
Splash radius increased from 7.28 m to 12.7 m

Stun duration: 38s

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30 thoughts on “Sandbox #2 Detailed Patchnotes + 0.9.17.1 Patch Delayed

  1. Holy crap those splash radii are too big!! 😮

    Also, how come the T92 beats the CGC in accuracy, reload and aim time but has the same damage and splash radius?

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    1. Its always been like that. CGC has much wider gun arc, slightly shorter range (=shoots from higher arc), has better mobility and it can mount vents anyway so reload difference isnt that bad.

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    2. Well that’s pretty simple, the t92 has a long barrel in contrast to the CGC with a short barrel.
      But the CGC has a really high shell trajectory what gives you more oppertunity for hitting enemies behind objects.

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  2. It’s not enough that the premium consumables have quicker cooldowns they still heal all crewmembers and repair every damaged module while the regular ones can only repair/heal 1 at a time.

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  3. Stun duration as stated above is only for a direct hit? And if you are at the edge of the splashradius 30?

    So let’s say if the stun duration is 30 sec if it hits you, a first aid kit reduces that to 24 sec without ‘using’ it? And if you use it, the stun disappears?

    And if you are within the splashradius, it does, let’s say, 50% of the stun duration on average? So that’s 30 sec – 6 sec (20%) – 15 sec (50% of 30) = 9 seconds, or 12 if they take 50% of 24? That’s the same as a broken track, but now you can keep moving and shooting. Not bad.

    Also the damage is way better. 1200 on a penetrating hit of which the chance is very low and isn’t bad either. They will do like 600-700 on average on a direct hit and 300-400 if it lands nearby your tank. Not bad WG, not bad at all. Playing with 3 arties in the game won’t be that frustrating at all. And i’m not being sarcastic, seriously.

    This is looking very promising! It will make people quit playing arty to a certain degree. Implement this on 9.17.1 please!

    Liked by 1 person

    1. When watching sandbox live streams, I’ve noticed t92 does 450-550 dmg on a direct hit on Maus, 261 300-350, bat 58 ~170-250 but many hits did no damage at all.

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      1. Ok. That really sounds good. The damage on less armored vehicle will be a bit more I guess and as a medium or light you don’t have to bother arty to much. Just keep moving.

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  4. Stun, which nobody asked for or wants, and multiple use of consumables. This is nothing more than another blatant money grabbing ruse. Sad to say but the way in which Wargaming insist on monetising their game means it will never be balanced/fixed..

    Liked by 1 person

    1. How is this a moneygrab? Less people will play arty, use less gold for free XP while grinding arty and some people may even quit the game (not that you want those kind of players). Reusable consumables simply means more value for your money, if the price stays the same (which is the same on current sandbox).

      And stun is something which was discussed on the forums long ago, so it actually is based on player feedback. I played Sandbox yesterday for a couple of games and drove my E100 in some spots to get hit by arty. I have to say, it is working very well and is not as frustrating as the current arty. It really is an improvement.

      WG is just improving the game in a way that may cost them some income and players. All those OP premiums in bundles that you can buy for a short period are moneygrabs, but this really isn’t.

      You are just being a butthurt artyplayer.

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      1. How old are you, 12? How the h.ll do you come to the conclusion I play artillery? I implied that these changes are not a serious attempt by Wargaming to fix artillery, which they’re not. It’s obvious to anyone with half a brain (that obviously excludes you) that these changes are designed to improve and/or protect Wargaming’s bottom line (as are all of their decisions). If you’re too stupid to understand the implications of these changes (if implemented) I’m certainly not going to waste anymore of my time spelling it out for you. You’re the first person I’ve come across that thinks the changes will be an improvement. You are delusional…

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        1. “too stupid to understand” “anyone with half a brain” “not going to waste my time” gee. You could go on twitter and win the presidency with that wit. Nice assertions, its just a shame you won’t (can’t) back them up.

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        2. Actually, I’m 27 and with ‘half a brain’ I wouldn’t have graduated university a couple of years ago. But hey, I know that doesn’t count on the interwebs, so keep it up with those little insults.

          Everyone with ‘half a brain’ knows that ‘fixing’ the arty problem means that it has to be removed. And then it will disrupt the current WoT ecosystem.

          WG is a company, and companies need to make a profit. Scumbag capitalist pigs… Right? Nothing delusional about that. They make a game that we all love (just admit it), so they may earn some money if it’s up to me. Yes, making OP premiums isn’t the way they should earn their money, but we aren’t talking about that now. And yes, gold ammo is still a problem and yeah, there are issues that should have already been fixed, but WG improved the game a lot in the past year and they are continuing those improvements in 2017.

          Removing arty will cost them dearly, I don’t think I’ll have to explain that. If arty won’t be removed, this arty rework with the stun effect isn’t that bad. Artyplayers can keep clicking, other players won’t be extremely frustrated anymore and WG doesn’t have to remove a whole class. We all win, nobody loses something. But maybe that’s something Dutch, like I am. Doing business in our way means that you have to create a situation where there are no losers in the deal. I know from my experience that’s not the way it works in other cultures. No offense though.

          I agree, WG is not the most honorable company, It isn’t a company that runs by western standards, but at least you have to give them SOME credit. They are improving. Nothing delusional about that.

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  5. Looks like BatChat will be very flexible, GW E100 will be more reliable for direct fire than T92 while having better damage, splash and stun than 261 with marginally worse accuracy, and Conqueror is still the same old Conqueror with massive splash and rainbow arcs. Overall, it’s way better than the first phase of sandbox. Now if they consider reducing the overall impact of RNG, remove premium ammo (read “make armor relevant”, not that bullshit from the sandbox 2 weeks ago) and work a little bit more on balancing things out, WoT would be incredibly less frustrating to play.

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  6. Although I’m not in SB, I had some thoughts about this rework, the damage reduction due to lesser penetration is imo good. But the stun effect in general, I don’t know, in essence I do find it a good idea. But applying it to the damage of ALL shell types, regardless of regular HE or premium HE, I don’t know.

    Back in early 2015, before the 1e iteration of SB, there was the idea to give artillery more more shell types. So that the platform could have gotten more support mechanics due to various shell types.
    The current stun mechanics, do not address this IMO, as it add this effect to ALL HE shell types.

    The thought I had:
    would it be an idea, beside the regular HE pen(dmg) reduction, to only add the stun effect to the premium HE shells?
    An arty player can switch playstyles and choose to either do regular HE damage, or trade in damage to slow down an advance via stunning said advancing tanks with premium HE shells.

    Liked by 1 person

  7. Well this is all shits and giggles, but what’s up with the lower tier arties?
    I’m fairly certain the vast majority of the players will encounter arties from tier 3 to 9 at max, tier 10 goers are speshul.

    That and I want to know the fate of my beloved G.W. Panther…

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    1. So far sandbox has only been tier X vehicles (and top tier lights). It seems like they want to work out the main mechanics changes at tier and then they’ll move on to matchmaking and balancing the lower tiers. Having such a small number of vehiclea makes testing easier at this point.

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      1. However it does not offer a real view of the main game as the game is usually played below tier 10. See my point?
        I just only hope that they won’t fuck up the lower tiers.

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  8. So the Batchat is the new go-to arty now, because it is the only one that can actually stun a target at all? I don’t mind that, it is my arty of choice anyways. Fuck negating the stun at will and repeatedly, too. That is a stupid design-decission.

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  9. I dont like how the gap between premium and normal consumables widens. With this change you can repair ALL modules every minute and repair 10% faster if you have the money for the prem repairkit or you can repair only one module every 90sec. Makes Premium consumables so much more stronger than their regular counterparts (P2W)

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    1. Actually u have to deal with ur Ammorack which got damaged the second time and have to live with this handicap.
      Premium or Standard-Consumeable, its better than before but also a new credit-sink – good for WG, Peepolz will buy more Prem.Tanks and HYPERULTIMATE-Bundles to fill up their Credit&Gold-Reserves..

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    2. Concinus, absolutely spot on! The introduction of Stun (which nobody wants or asked for) and the changes to premium consumables are designed to ‘encourage’ players to spam large repair and med kits. Ergo, it’s nothing more than another ‘clever’ money grubbing ruse by Wargaming and not a serious attempt to balance artillery. Some people are seemingly too stupid/naive to understand this..

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  10. I like to point out that they’ve never said that using the kits multiple times will cause you to get charged for multiple.

    From the sounds of it you’re only going to get charged once per battle and have unlimited use per battle.

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  11. So if I get this right, a T92 can make you basically useless for at least 15 seconds, at most 45? Lovely, just what this game needs.

    PS Kudos to the people who constantly bitched about artillery. Have fun being sitting ducks a few times per game instead of being 1-shot once in a blue moon, and remember it when you’ll go to the boards to moan again after this gets live.

    Like

    1. No, you got it wrong.
      A – it will practically never be 45s, most arties are gonna stun you for somewhere between 10-20s, high damage hits from big calibers ~25s.
      B – you are not useless. Your crew’s performance goes down a bit but you can still move, shoot, spot.
      C – you can immediately get rid of the stun effect by using med kit, if you get stunned in bad situation. med kits are rechargeable, so you don’t have to sit behind rock the rest of the battle if you get hit.

      It’s much better than arty right now, much less annoying than taking lots of damage and having your modules raped.

      It also adds whole new level of gameplay to arty, where arty should focus groups of tanks that are pushing (to slow the push down) or tanks that are about to get pushed (weaken them so you don’t take as much DMG while killing the tanks).

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      1. A. I did mention “at most 45s”. And “only” 10-20s seems just a “bit” too high.

        B. It depends how much it goes down. Because if a crew member is considered “dead”, even for 10-20s, it means quite a lot. Imagine a driverless Maus or VK 45B. Bonus points if the engine is damaged too, preferably by the same shot.

        C. And the magical rechargeable potion will really help you when Bert the Avenger, a LeFH18B2 or a BC 155/58 start unloading on you. It already reminds me of the cruiser HE spam in WoWs.

        Right now, artillery is not that hard to avoid (depending on your vehicle, the map and how many guns are firing at you). Any artillery player will tell you how hard it is to hit a moving target, so most of the damage is done via splash. Imagine how hard it will be to avoid a 20 meter splash radius…

        Like

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