Sandbox Stun Changes: Detailed Info

„A week has passed since we started testing the changes to SPGs and we are now ready to make the first changes to the Stun mechanic. The main goal of these changes is to increase the Stun’s influence on heavy tanks and to make it easier for allied vehicles to fight stunned vehicles on the enemy team.
To achieve this:

The guaranteed Stun time was increased from 30% to 45% of the maximum shell Stun time.

This change is being made to ensure that heavily armored vehicles remain stunned for longer. In the previous iteration heavily armored tanks weren’t stunned for long enough due to their significant protection against incoming damage. What’s important here is that we’re not prolonging the duration of the Stun in general — we’re only adjusting the minimum guaranteed duration. This should increase the stun duration for well-armored vehicles, while leaving LT’s and MT’s mainly unaffected.

The Stun’s de-buff to accuracy was increased by 50% from 1.25 to 1.75.

The objective of this change is to reduce the combat effectiveness of a stunned vehicle. Currently the Stun mainly affects the vehicle’s mobility, meaning that once stunned it’s more difficult for the affected vehicle to evade enemy fire. Now a stunned enemy vehicle poses less of a threat to you and your allies.

In practice SPGs rarely fire at vehicles that are vulnerable to allied fire, while vehicles that are out of reach of allies are stunned and damaged more often. Stunned vehicles were still able to return fire very effectively, causing the same amount of damage with the same penetration value. This meant that attacking a stunned vehicle was not really any less risky than before.
From now on stunned vehicles will no longer be able to return fire as accurately, making it safer to attack them.

Thank you for participating in the testing and providing us with your feedback! We hope to continue re-balancing the SPG class together with you and we look forward to getting your feedback on the updated Stun mechanic.

The above changes will take effect around February 13, 1:00 CET (UTC+1)”


10 thoughts on “Sandbox Stun Changes: Detailed Info

    1. well overall it’s still a buff to heavy tanks compared to the Arty mechanics on the live server, i mean, to you like getting oneshot in a tier 9 tank by an AP spaming T92?, surely 5 seconds longer debuff doesnt hurt. Besides all that stun really does is make you slower, decreases your spoting range, makes you load longer and now additionally makes you a bit less accurate, it you during this time just try to survive instead of fight, you’re not gonna die.
      While many think that the “stun” (awful word for something that’s essentially a temorary debuff).

      Besides, before these changes the min stun time was around 8 seconds when the enemy superheavy was mounting a spall liner, which is the situation they want to change. It would make shooting superheavy tanks pointless as the stun doesn’t remain long enough for the team to shoot it.

      and as previously said. I myself still prefer to get hit for maybe 300 damage by a T92 and get debuffed than to get hit for 80-100% of my HP by the same T92 on live server.


    1. what are you on about? not even a batchat 155 58 can get you permastunned, and even if: you endure the barrage, lost 400 HP in the proces and then you use your medkit to nagate the debuff.
      And even when you can’t immediately fix your debuff. it’s not to bad, it’s not like you’re sitting arround unable to do anything. While it’s called stun, it’s merely a debuff, and not a gamebreaking one. It’s more of Arty marking you for their team. That would be the worst part. Not the damage or the stun, i myself play a lot of tanks, even a lot of arty, and i welcome the new mechanic, bot on the dealing and the recieving end of the boomstick.


      1. Yes, it’s not that bad. You only move slower, turn slower, reload slower, less accurate and see less. It’s not like any those things really matter, especially if you get them for around 20 seconds while you have 3 or 4 guns pointed at you. Clearly beats losing HP due to the artillery.


      2. Very good to get xvm focused by arty and can’z do shit becouse the stun, and the vehicles who attacking you, becouse you got stunned… ggwp


  1. Hmm. I’m only interested about that in the long run, which playerbase will ‘decide’, which cluster will make them do this or that.

    As an avid arty player I’m of course glad about hte increased effectiveness, since they fucked up my main role of dispensing cancer… buuut I’m not sure about the HT side of it.
    We will see, I suppose.


  2. Only change about stun I would consider good would be removing it. I don’t see a point in playing sanbox since it’s made only to show “how stupid players are that they demand rebalance”. All we wanted was another nerf of arty (or I’d rather get button “NO ARTY” in options) and rebalance new op tenks and obviously WG knows better, as always – they add more op prems, more op tech trees and then beg for more money.

    Stupid rushians.


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