[Sandbox] HE Shells Update

Source: WoT NA Portal

On October 25, the Sandbox server will see another small update to test HE shell mechanics.

During the last period, we collected data for HE shells with different efficiency settings, from the highest to the lowest possible values. On October 25, the latest micropatch will test the updated mechanics of averaged HE shells settings and values, so we can compare them to previous Sandbox iterations. This will present a middle ground between the two extremes of earlier testing iterations.

We will continue testing the updated settings of damage-causing mechanics and the reduced damage-per-shot values of HE shells. Here is what will be changed:

  1. Increased HE shell damage by 40% over the first iteration of testing. After the first iteration of testing we bumped up damage by 75% for HE shells and the result was that they were excessively efficient. So damage will be scaled back a bit from those high values.
  2. Reduced splash damage to armor by 20% as compared to the second testing iteration.
  3. Reduced armor spalling damage by approximately 30-35%
  4. Reduced damage within the burst radius. In the current iteration, the damage value on the edge of splash will be 0.2 (compared to 0.1 in the first and 0.5 in the second iteration). In addition, we changed the dependency of damage drop-off from distance to explosion — the damage drop-off will be more balanced with respect to the new extreme value.
  5. Removed the improved HE shells for USA light tanks and Japanese heavy tanks. THIS IS NOT A BALANCE MEASURE and we are not trying to remove this type of shells forever. Rather, within the testing, we are adjusting the efficiency of standard HE shells. Based on those adjustments we are planning to change the improved HE shells. During prior testing, improved HE shells of these vehicles were used excessively.

Damage Per Shot Values

We continue to search for the best suitable ratio of damage caused by HE shells, the value of their situational use in battle, and the extent of their use in battle. We used HE shells with low damage during the first tests and used HE shells with considerably higher damage during the second test. This resulted in their extensive use in battle. We think that HE shells demonstrated too much damage during the second testing iteration, so we’re considering it the threshold value and will not test higher values.

Currently, we’re working on a middle-ground solution based on these previous iterations.

The Mechanics of Causing Damage

It presents a precise mechanics change that works in the same way as reduction of damage per shot: we correct causing damage with HE shells for vehicles with different armor. Changes in splash damage will affect all vehicles but will be most noticeable to vehicles with weak armor. The mechanics of causing damage with armor spalling will be also applied to all vehicles but will have the strongest effect on medium and heavy tanks. Changes to the distribution of damage within the shell burst radius are also planned—with the introduction of the new settings, the external modules will be damaged in the areas that are closer to the shell burst point. This will reduce the number of cases when firing at a turret might result in damaging tracks.

Lessons from Testing

Thanks to your feedback and data, we made sure that the mechanics work without technical issues. We have been detected and fixed several bugs.

Now, the result of firing an HE shell has become more predictable and firing at vulnerable spots of vehicles provides a more predictable result. Players should now have an idea of the approximate amount of potential damage when firing at the specific spot and this amount of damage will be predictably higher when firing at a vulnerable spot on a vehicle. This means that we have to find out the proper values for HE shells.

In addition, your feedback suggested that a part or parts of a vehicle being susceptible to HE shells are important for players. We’ll take this into account during the process of development of separate and individual changes to vehicles.

Looking Forward

We encourage all players to join the Sandbox testing. In the near future, we will continue collecting data and release additional changes to HE shells settings and mechanics for causing damage. Each change will approach the HE shells settings to their final values. Consequently, the gameplay for HE shells will gradually become closer to the one we are expecting on live servers. Player feedback is important to us.

By collecting data and your feedback on the changes, we will be able to take the next step towards our goal—the complete rework of HE shell mechanics. Your feedback ia s key aspect of making decisions on future changes.

0 thoughts on “[Sandbox] HE Shells Update

  1. it means say goodbye to the spotters. now they are dying in 2 shots, after this crap they will die in on shot even by lower tiers… really sad WG, always worst

  2. I don\’t like the changes … but … I appreciate the way WG is communicating with players on the subject. So at least they have that going on for them, which is nice.

  3. I’ve got a suggestion for them:

    Leave HE alone & work on something that actually needs development/ testing.


    1. Sadly your comment is about as succinct as any constructive criticism about this latest fiasco needs to be… tinkering with HE? Why not the gold ammo? All the while they still peddles bullshit tier 8 premium vehicles, a matchmaker that is sub par and two vehicle classes (wheelie and arty) that either outright ruin games or make their product un-fun to play.

      Will they address any of the community\’s concerns and add new maps?

      Of course not! Have another tier eight premium…

      1. Agreed
        WG spend 90% of there WOT income on developing new ever more Tier 8 Premium tanks at expensive \’premium\’ prices (it appears tis way to us) for the sole purpose of bigger revenue & profits
        ……………… which is fair enough and understandable WG need new money its a business that needs a profit

        it seems to me THATS ALL that WG appears to be actively engaged in 90% of the time ~ at the expense of bigger more pressing important long time issues WE the customers would like to see resolved sooner much sooner

        its very good that WG is doing \”something\” with in-game balance, suppose something is better than nothing

  4. Looks like they track down the right values for the formular and new math.

    And while many are negative about it, i like the idea of having more relyable damage.
    It cant be that sometimes i do 400 dmg on a turret and the same hit causes 150…

    Rolling dice can be fun, but perhaps taking out 1-2 dice wouldn\’t be too bad.

    Overall i feel like the community cries about this in the same way they did with physics… the new engine… about everything.

    Changing HE… changing \’special ammo\’ … perhaps adding few new graphics… and for the love of god: implementing a chat system which isn\’t 20 years old… all those sings are what wot needs.

    A core restoration.

    Honestly i am sad they didnt rework the skills and perks when they introduced warships.
    As crap this game might be, their skilltree sure seems a lot more useful /interesting to grind trough.

  5. HE is the goto ammo when russian tanks are only exposing their turrets on the maps that are made perfectly to suit them. (and a few others like British).

    We NEED HE to be reliable as an ammunition choice.

    Or we end up with russian tanks running around the battlefield like they have God cheat mode active.

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