Version 1.4: 🇫🇷Panhard EBR 75 (FL 10) – Changed Stats

PS: The recent lack of news was caused by the Russian Christmas. I also have a funeral to attend tomorrow and exams in the following 3 weeks, therefore I cannot focus as much on the blog.

http://rykoszet.info/wp-content/uploads/2018/11/WorldOfTanks_h-2018-11-26-13-41-08-28.png

After the tests, it was decided to introduce changes and corrections to the first French premium wheeled vehicle at tier VIII . These changes will be already introduced in the public test of update 1.4 and it is possible that they will be subject to further changes.

Changes in brief:
  • Engine power increased by 5%.
  • Increased braking efficiency.
  • Change to driving mode shortened from 0.2 to 0.1s.
  • Reduced debuff caused by wheel damage.
  • Increased maneuverability in travel mode at low speeds.
  • Magazine reload time reduced from 10.3 to 9.5s.
Exact changes:

Dynamics:

  • Engine power changed from 500 to 525HP (+ 5%).
  • The braking efficiency and – to some extent – the acceleration efficiency (as a side effect) have been improved.
  • Change to driving mode shortened from 0.2 to 0.1s.
  • Players complained that the vehicle lacked dynamics in specific cases. At the same time, however, some emphasized the large inertia of the vehicle (brakes too weak).
  • Increasing the power of the engine has a rather cosmetic effect, while the braking force has been improved noticeably.
  • The time needed to change between driving modes has been shortened, which allows you to lose less speed when changing the mode during movement.

Wheel damage:

  • Debuff (increased resistance, decreased speed) from the damaged wheel has been reduced.
  • The level at which the wheels are repaired automatically has been set to 100%.
  • The speed of automatic wheel repair has been reduced.
  • Players complained about a drastic decrease in vehicle dynamics even when only two wheels were damaged. In fact, damage to one or two wheels did not have much impact during fast driving. Meanwhile, acceleration even with one damaged wheel was too slow. Debuff reduction from single wheel damage has an almost imperceptible effect at high speeds, while it effectively improves acceleration when one or two wheels are damaged.
  • Setting automatic wheel repair to some extent reduces the chance of damage to the wheel, thereby increasing the severity of damage to each of the vehicle’s wheels.

Maneuverability:

  • Steering speed of the wheels increased.
  • The maximum angle of tilting of the wheels when the forward drive key is not pressed is increased.
  • The degree of throttle opening during turning at low speeds (using the A and D keys, without W-red.) Increased.
  • The maximum speed for which the above effect happens is set to 20km / h.
  • The vehicle required better maneuverability at low speeds in the travel mode. At speeds greater than 20km / h, the base maneuverability remained almost unchanged except by increased responsiveness to turns (due to accelerated wheel rotation) and the possibility of tighter turning after releasing the forward key. Maneuverability in the fast mode remained unchanged. Thus, we achieved greater separation between driving modes.

Battle performance:

  • Magazine reload time reduced from 10.3 to 9.5s (-8%)
  • Adding the third round to the magazine, as asked by many players, seemed inappropriate. The current configuration of the magazine encourages players to play all-in, firing both rounds at once and retreating to a safe position for reloading. Therefore, the efficiency of the magazine has been slightly improved by reducing the reload time.
  • Increasing the view range also seemed illogical, because the combat potential of this vehicle is rather big at the moment, because it combines in a cheerful way the characteristics that help in achieving an active gameplay.

Other:

  • The engine parameters have been adjusted (not perceptible to players).
  • The suspension stiffness parameters have been increased (this will reduce the damage from falls when the vehicle lands on the wheels).
  • The grip has been improved (reducing the chance of slipping at high speeds).

24 thoughts on “Version 1.4: 🇫🇷Panhard EBR 75 (FL 10) – Changed Stats

  1. Looking good!

    What engine parameters did they change though under “Other”? Engine durability?

  2. Looking good!

    What engine parameters did they change though under “Other”? Engine durability?

  3. Looking good!

    What engine parameters did they change though under “Other”? Engine durability?

  4. Supertesters are trolling WG hard, playing badly to force upgrades. EBR might get somewhat OP by the time it gets sold.

  5. Supertesters are trolling WG hard, playing badly to force upgrades. EBR might get somewhat OP by the time it gets sold.

  6. Yet at the same time, the typical pubbie has no hope of getting a blind scout to work in the current armor/corridor meta. If anything the most likely outcome is even further buffs to make the concept work, but the only way to make it work is to make it ridiculously OP.

  7. Yet at the same time, the typical pubbie has no hope of getting a blind scout to work in the current armor/corridor meta. If anything the most likely outcome is even further buffs to make the concept work, but the only way to make it work is to make it ridiculously OP.

  8. the vehicle was pretty good before, now it’s just on the way to get overpowerd in my opinion…

    1. Which part ? Its just fast and has good gun handling

      Its still blind as a bat and has paper for armour

      1. Engine power increased by 5%
        Change to driving mode shortened from 0.2 to 0.1s.
        Reduced debuff caused by wheel damage.
        Increased maneuverability in travel mode at low speeds.

        All these buff‘s aren‘t necessery.
        The increased engine power makes boosting even easier, the decission to decrease the time for the change into travel mode is just…questionable…i my opinion this stat was ok as it was. The reduction of the debuff by wheeldamage is more than questionable…the increased mobility at low speed is also stupid, but this is just my opinion, maybe i‘m totally wrong with all these points.

        1. Well, its going to be a RNG vehicle. Most likely incredible irritating to play against, and for the most part annoying to play.
          And imagine to play such a twitchy vehicle on anything but a perfect internet connection.

          Main thing is, these vehicles will fare bad in FEW corridor situations, where there are few flaking options.
          However, when there is a open corridor somewhere these vehicles will be very good at exploiting them.

          You might be right that for most its still going to be a yolo-vehicle and changes mean next to nothing, and for the skilled thee changes will make it even more powerfull.

    1. Vaistinu se zombi mrdnu u mutnoj vodi 🙂 🙂 🙂 Vaistinu se rodi, mir Boziji. Merry Xmas to everyone who celebrates it.

  9. It just needs at most 25 more view range if not then just 15% more camouflage base

    1. Guess I have to take off my improved vents and improved optics for this.

  10. I thought it was overpowered in every aspect other than camo and view range. And guess what, they buffed everything else other than camo and view range. Classic WG.

  11. Out of all the people I watched testing this thing, I don’t recall a single one of them complaining abiout the acceleration, braking or the clip reload time.
    Then again, they weren’t useless pubbies…

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