Tier VI Artillery Rebalance: Initial Stats

The average stun time will be 5-6 seconds. These are supertest stats, they might change at any time.

AMX 13 F3.

Tier: SPG-6
HP: 270
Max speed: 60 / -14 km / h
Hull turning speed: 30 °/s
View range: 270 m

Hull armor: 40 / 20 / 15 mm

Alpha Damage: 700
Penetration: 39 mm
Splash radius: 9 m
Maximum stun time: 22 s
Reload time: 27.6 s
Accuracy at 100 m: 0.7
Aiming time: 6.0 s

Hummel.

Tier: SPG-6
HP: 300
Max speed: 42 / -10 km / h
Hull turning speed: 26 °/s
View range: 265 m

Hull armor: 30 / 20 / 20 mm

Alpha Damage: 700
Penetration: 39 mm
Splash radius: 8 m
Maximum stun time: 16 s
Reload time: 28.2 s
Accuracy at 100 m: 0.68
Aiming time: 6.1 s

M44.

Tier: SPG-6
HP: 280
Max speed: 56 / -14 km / h
Hull turning speed: 22 °/s
View range: 265 m

Hull armor: 12 / 12 / 12 mm

Alpha Damage: 550
Penetration: 39 mm
Splash radius: 7.7 m
Maximum stun time: 10.4 s
Reload time: 19.9 s
Accuracy at 100 m: 0.72
Aiming time: 4.9 s

SU-8.

Tier: SPG-6
HP: 270
Max speed: 48 / -12 km / h
Hull turning speed: 22 °/s
View range: 260 m

Hull armor: 30 / 20 / 20 mm

Alpha Damage: 600
Penetration: 38 mm
Splash radius: 8.0 m
Maximum stun time: 16 s
Reload time: 24.8 s
Accuracy at 100 m: 0.76
Aiming time: 5.9 s

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19 thoughts on “Tier VI Artillery Rebalance: Initial Stats

    1. If the general tendency is to reduce the alpha, buff reload time and accuracy, bert may end up being even more annoying than it is now, as it’s not about hard hitting gun, but constant attrition, and if the changes go the way as with other arties, it would only get better.

      Liked by 1 person

    1. Bert they should just give more range to remove its ability to make “impossible” shots, and problem solved, alpha is low already, and where the other t6 party should be after need.

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  1. Honestly, why not just remove this bullshit? Arty doing significant amount of damage is only a small part of the problem. The main issue is being attacked by something you cannot actively defend against. Artillery is just bad gamedesign, nothing else. Either convert them into some kind of glass cannon TDs or just get rid of the class completely.

    Liked by 1 person

    1. Well, I don’t know, did you try moving all the time instead of standing still? It usually works for me. At least, it used to before the stun mechanics…

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      1. Are you serious? Yea I’ll just try “moving all the time” in my vastly mobile IS-4 or E100, I’ll try this next battle even heck thx that’s gotta be the one reason I completely missed that!

        Liked by 1 person

      2. By “moving all the time” I meant never stay still. Even moving back and forth will make it difficult for artillery to land a direct shot. Remember how frustrating it is when you’re trying to hit someone’s cupola and they keep wiggling the turret making you miss or bounce time and again? It’s pretty much the same for an artillery player if you do the same. Granted, if you have 3 SPGs firing at you it could be difficult (especially now, with the accuracy and RoF buffs), but artillery is far from the the LOIC people believe it is. Keep moving, try to hug tall obstacles when possible, remember that their shell velocity is really low and in high tiers you may have even half a minute before it can fire again and generally use your brain.

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    2. So a camped TD that you can’t see sat out of your render range or a double bushed tank or a lite or medium with better camo than your view range. All of these can do exactly what arty can do and that is wreck you for free without you being able to “defend” yourself or “attack” them back.

      They’re already in the main glass cannons with little to no armout and no HP. The funny thing is they’re getting there alpha and pen nerfed which will make them even easier to take out for advancing tanks.

      Liked by 1 person

      1. A TD, out of RENDER range, as you might have noticed by now, can’t see and thus can’t hit you, since as the word “Render Range” suggests, outside of this range your tank is not rendered for them. I know the positions of TD’s and they have this tendency of not being able to shoot me through rocks or any kind of solid cover. I can directly engage them as long as I don’t play like some sort of moron. I don`t get why you`d bitch about TDs, you know their positions and as long as you do not play like a complete tard and DRIVE ACTIVELY INTO THEM you are completely fine. Jesus.

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        1. Well, to know how to avoid TD’s you actually have to know maps. Hard to learn where you are safe from TD’s when you spend your battles in satellite view…. So ofcourse artyplayers think TD’s are as bad as arty.

          That being said, TD’s are not great for gameplay either. High alpha tanks hiding in a corner of a map, easily capable of removing 1/3 to 1/2 of your HP…
          If all TD’s were like 263 line or British turretted TD line (except 4005) I’d be okay with that. But when carry your ass off to win the game and get killed at the end even when on half HP, or you get sniped for 1/3 of HP through a small gap when you expose just for 2 seconds to kill important target… not a fan.

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        2. Just because they are out of your render range doesn’t mean they can’t hit you as you appear on the minimap you simply line your gun up with the location on the mini map and snipe. I do it on a daily basis. As for not shooting through any kind of solid cover neither can arty so again what is your point?

          So many classes can shoot you without you being able to see them and shooy them back (as you put it not being able to defend yourself vs arty) yet as I’ve highlighted so can all classes exploit vission, spotting range, render range double bush mechanics and you don’t bitch and moan about that.

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  2. Alpha is still way too high for t6

    Maybe they should add the red ball mid to make it more obvious where art fired last.

    Or even show where party is aiming.

    3 arty is still too much.

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