Sandbox – Update 1.0.2 patchnotes

This patch contains both parameter changes that concern the SPG vehicle type in general and changes to specific SPGs. There are changes to vehicles with weak armor protection (Leopard 1, AMX 30B, Bat.-Chatillon 25 t) as well as to vehicles with great armor protection (Jagdpanzer E 100, Maus). While the former did not fare well in terms of their performance, the latter started to dominate the battlefield.

 

SPGs

 

  • Reduced the aerial damage of HE shells from the edge to center. Now the damage is distributed more evenly. This change is made in order to increase the probability of hitting the target with splash damage.
  • Changed the formula according to which the penetration of SPG HE shells is calculated. Penetration of SPG HE shells has increased two- to threefold compared to the previous iteration.
  • As in the first iteration, stun now affects vehicle reload time. Now, stun affects reload time even more.
  • Changed the duration of stun. On average, it has increased by 10%. This change was introduced in order to fix the issue where stun was always applied to vehicles that were standing at the edge of the area of stun’s effect and that did not receive any damage.
  • Adjusted the protective properties of Consumables and Equipment against stun:
    • Fixed the issue where Chocolate decreased the duration of stun by 30%.
    • Large First Aid Kit now decreases the duration of stun by 5% instead of 10%.
    • Superheavy Spall Liner now decreases the duration of stun by 15% instead 20%. General properties of the Equipment piece are retained. This piece of Equipment works well against the effect of stun.

 

Vehicles

 

  • Object 261:
    • Penetration of the F-600D shell for the 180 mm B-1-P gun changed from 18 mm to 40 mm.
  • The T92 caused too little damage compared to other vehicles of its tier. Therefore, some changes were introduced.
    • Reload time of the 240 mm Howitzer M1 changed from 58 s to 55 s.
    • Damage of the HE M146 shell for the 240 mm Howitzer M1 changed from 1,250 HP to 1,300 HP.
    • Penetration of the HE M146 shell for the 240 mm Howitzer M1 changed from 24 mm to 46 mm.
  • Conqueror Gun Carriage:
    • Penetration of the HE Mk. 18 shell for the B.L. 9.2-in. Howitzer Mk. II changed from 24 mm to 47 mm.
  • G.W. E 100:
    • Penetration of the Gr. 18 Stg shell for the 21 cm Mörser 18/2 gun changed from 21 mm to 44 mm.
  • The Bat.-Châtillon 155 58 underwent significant changes. The new characteristics will allow players to influence the course of battle more and be more mobile.
    • Traverse speed of the Batignolles-Châtillon 155 mle. 58 suspension changed from 12 deg/s to 18 deg/s.
    • Traverse speed of the Batignolles-Châtillon 155 mle. 58 turret changed from 10 deg/s to 8 deg/s.
    • Dispersion on the move and hull traverse with the Batignolles-Châtillon 155 mle. 58 suspension increased by 67%.
    • Number of shells in the magazine of the Canon de 155 mm gun changed from 4 items to 3 items.
    • Rate of fire for shells in the magazine for the Canon de 155 mm gun decreased by 20%.
    • Magazine reload time of the Canon de 155 mm gun for the Batignolles-Châtillon 155 mle. 58 turret changed from 80 s to 60 s.
    • Damage of the OE M101M4 shell for the Canon de 155 mm gun changed from 700 HP to 750 HP.
    • Penetration of the OE M101M4 shell for the Canon de 155 mm gun changed from 15 mm to 37 mm.

 

Roles

 

Combat effectiveness of fire-support vehicles was deemed insufficient according to the results of testing. These vehicles were changed to play their role better, especially when it comes to medium and long range combat.

 

  • M48A1 Patton:
    • Dispersion on the move and hull traverse with the T97E2 suspension decreased by 17%.
    • Aiming time of the 105 mm Gun M68 for the M87 turret changed from 2 s to 1,8 s.
    • Reload time of the 105 mm Gun M68 for the M87 turret changed from 7,3 s to 8 s.
    • Dispersion on turret traverse of the 105 mm Gun M68 decreased by 33%.
    • Suspension traverse speed changed from 35 deg/s to 40 deg/s (not reflected in the interface). o Engine power increased by 20% (not reflected in the interface).
  • STB-1:
    • Dispersion on the move and hull traverse with the STB-1 suspension decreased by 27%.
    • Aiming time of the 105 mm Rifled Gun for the STB-1 turret changed from 2,5 s to 2 s.
    • Dispersion at 100 m of the 105 mm Rifled Gun changed from 0,35 m to 0,4 m.
    • Traverse speed of the STB-1 turret changed from 25 deg/s to 30 deg/s.
  • Leopard 1:
    • Aiming time of the 10,5 cm Bordkanone L7A3 gun for the Leopard 1 turret changed from 1,9 s to 1,5 s.
    • Reload time of the 10,5 cm Bordkanone L7A3 gun for the Leopard 1 turret changed from 7,3 s to 8,4 s.
    • Dispersion at 100 m of the 10,5 cm Bordkanone L7A3 gun changed from 0,3 m to 0.28 m.
  • AMX 30 B:
    • Dispersion on the move and hull traverse with the AMX 30 B suspension decreased by 55%.
    • Reload time of the 105 mm mle. F1 gun for the AMX 30 B turret changed from 8 s to 8,7 s.
    • Dispersion on turret traverse of the 105 mm mle. F1 gun decreased by 50%.
    • Dispersion at 100 m of the 105 mm mle. F1 gun changed from 0,33 m to 0,36 m.
  • Bat.-Châtillon 25 t: on some occasions, the vehicle was running out of shells before the end of the battle. This significantly decreased the vehicle’s effectiveness, so we took the decision to increase the vehicle’s shell capacity.
    • Shell capacity of the 105 mm mle. 57 (D. 1504) gun changed from 32 to 40.
    • Reload time of the 105 mm mle. 57 gun for the Batignolles-Châtillon 25 t turret changed from 40 s to 33 s.
    • Dispersion of the 105 mm mle. 57 gun changed from 0,45 m to 0,38 m. o Number of shells in the magazine of the 90 mm F3 gun changed from 6 items to 4 items.
    • Shell capacity of the 100 mm SA47 gun changed from 30 to 40. o Shell capacity of the 90 mm F3 gun changed from 36 to 40.
    • Number of shells in the magazine of the 100 mm SA47 gun changed from 6 items to 4 items.

 

Changes to Individual Vehicles

 

  • Owing to its great armor protection, the IS-4 was highly effective on the battlefield. To keep this vehicle within its role, the rate of fire of the vehicle’s gun was decreased. At the same time, gun stabilization on the move was improved to make firing it more comfortable for the player.
    • Dispersion on the move and hull traverse with the IS-4M suspension decreased by 19%.
    • Reload time of the 122 mm M62-T2 changed from 12 s to 13 s.
  • T110E3: according to player feedback, the shell capacity of the 120 mm AT Gun M58E was increased from 27 to 54.
  • T110E4: the premium shell for this vehicle was excessively effective compared to other vehicle shells and was changed because of this.
    • Penetration of the APCR M112E1 shell for the 155 mm AT Gun T7E2 changed from 375 mm to 311 mm.
  • Grille 15: improved shell characteristics in order to make the vehicle play its role better and to increase its effectiveness at long range.
    • Penetration of the Gr. HL shell for the 15 cm Pak L/63 gun changed from 307 mm to 320 mm.
    • Penetration of the Pzgr. shell for the 15 cm Pak L/63 gun changed from 275 mm to 300 mm.
  • Jagdpanzer E 100’s armor protection has become a lot more effective in the new environment. To balance this vehicle, the penetration of its shells was decreased.
    • Penetration of the PzGr 46 shell for the 17 cm Pak gun changed from 300 mm to 253 mm.
    • Penetration of the Gr 46 H1A shell for the 17 cm Pak gun changed from 329 mm to 280 mm.
  • Maus. The vehicle has become a lot more effective and is starting to gain popularity among players. The main objective of the vehicle is to serve as the team’s shield. We have retained this role of the vehicle, but are decreasing its gun’s effectiveness, at the same time.
    • Aiming time of the 12,8 cm Kw.K. 44 L/55 gun for the Maus turret changed from 2,4 s to 2,7 s.
    • Reload time of the 12,8 cm Kw.K. 44 L/55 for the Maus turret changed from 12,2 s to 14 s.
    • Dispersion on turret traverse of the 12,8 cm Kw.K. 44 L/55 gun increased by 67%.

 

 

Known Issues

 

  • When armor absorbs damage from splash of a hit from an SPG, too much stun is applied.
  • If a vehicle is penetrated with an SPG’s HE shell, no stun is applied.
  • When a vehicle is destroyed in one hit, the sound of stun continues to play until the end of the battle, in the Garage, and in subsequent battles.
  • The sound effect of stun is played quite loudly and for a long time, which muddles the overall sound ambiance.
  • When stun is stacked up through hits of 2x SPGs at the same time (and the first applied stun is stronger that the second one), the second, weaker, effect should be activated as soon as the first one expires, whereas now the first, stronger, effect is prolonged instead.
  • Incorrect display of vehicle markers when viewing information upon pressing ALT: the name and vehicle icon intersect.
  • When the effect of stun is applied alongside with detracking of the enemy vehicle, assisted damage is only earned for the action of stunning.
  • Upon successive damage to a vehicle from 2 SPGs, when the hits reach the target in the following order: 1st SPG, 2nd SPG, 1st SPG, assisted damage of the second SPG is not counted.
  • When spectating the battle after destruction of the player’s vehicle, which was under the effect of stun, the stun indicator is not displayed for other allied vehicles.
  • When driving an SPG with alternative aim enabled, the player can aim outside the map’s boundaries.
  • When switching to spectate an allied vehicle in the battle after destruction of the player’s vehicle, which was under the effect of stun, the sound effect of stun is not played.
  • The stun indicator is not displayed if an SPG hits the vehicle that is already stunned at the moment when the previous stun expires.
  • If a stunned player returns to the Garage, the indicator on the map/minimap will be displayed until the end of the battle for all allies and enemies.
  • On mouse over a Premium shell in the Maintenance window, the pop-up shows the price in credits.
  • When a replay is viewed, markers of shots of enemy SPGs are not displayed on the minimap.
  • In shell info, the penetration falloff value at 100 m does not reflect the real data. Instead, the default value from the shell’s parameters is shown.

Q&A with community manager Mikhail Shotin

Mikhail Shotin was interviewed yesterday on Wargaming.FM regarding Sandbox, here’s what he had to say:

– We already have some first impressions, collected some feedback which is being analyzed now;
– We’re not rushing anything and will only release to the main server when everyone is satisfied;
– There were two invitation waves at first, people who we chose and applications through the portal. Main criteria was owning a tier 10 tank;
– Yes, there are people on Sandbox who do not own a tier 10 tank on the main server, but there are very little of them;
– Applications are being considered constantly;
– Second wave is launched already;
– There are currently no limits, but we have to keep a set amount of people on the server;
– Applications are being considered as a queue;
– We’ll adjust application criteria in the future;
– We do not have the task of killing or nerfing this or that specific class, we have the task of creating a different balance;
– It’s too early to talk about rework of personal missions, it’s only a very early stage of balancing yet. There will be changes if needed;
– Additionally, we’ll send questionnaires to Sandbox participants;
– We plan to test other features on Sandbox too, but it’s only balance for now;
– Currently, there is a limit for 3 SPG’s per team on Sandbox;
– We’re currently working on tier 10 balance for now, 6-7 for example will be tested too, but later;
– The main task regarding MT’s was the following: to prevent MT from penetrating HT’s in the front from 400m+, we wanted to bring back their role they had earlier;
– Rebalance will affect economics, but this will come later at a final stage + bonus for tanking;
– There are negative concerns regarding the debuff sound, but all sounds and icons are preliminary, everything will change more than once, especially the tanks statistics;
– Gold is deactivated on Sandbox to collect feedback accordingly, however all changed on Sandbox are potential changes for main server;
– Everyone who recieved an invitation will not be expelled again;
– While choosing the applicant we do not look at the age;
– We’re thinking about rewarding Sandbox participants;
– We’re experimenting with debuff duration for now;

Bad news for mods & modders

On WoT supertest, the ActionScript 3 interface API is currently being tested. When introduced to the main server, this means that most flash/UI-based mods will stop working until modders reconfigure their mods to use AS3 instead of the AS2 currently in employ.

Interview with Konstantin Soldatov on Wargaming.FM

– “Sandbox” (rebalance test server) will come in June;
– 9.15 to be released on 24th May;
– It’s not good that everyone on the test is shooting gold, maybe something will be changed;
– The replacement of Waffle E100 is the last change in tech trees before the global rebalance;
– Football this summer – watch the news;
– Replacement of “Domination” is not to be expected in the near future;
– There is a 2nd season of personal missions planned, but no deadlines yet. Mistakes from the 1st season will be accounted for;
– Identification (certificates) of mods – one possible realization of combatting illegal modifications;
– No marathons to be expected;
– Bonus for “tanking” is postponed for now;
– Bonuses for medals – was discussed, but nothing more. Medals are supposed to be commemorative anyway;
– Bug with clan camo will be fixed, but not in 9.15;
– No return of the Waffle is planned, not even a reworked one;
– No buff for Löwe is planned;
– There is a solution for the new “mortar” exploit, will be fixed, but not in 9.15;
– Wheeled vehicles are not planned;
– FV215b was planned to be replaced by Chieftain, but nothing certain yet;

Q&A – 18.05.2016

Answers from Fadal:

– one of the first steps to combat illegal mods is the identification of mods, individual access keys, we’ll see how this works out;
– bots will also fall under this system;
– we’re continuing development on DX11, the optimization factor in 9.15 is good, about 30%;
– haven’t heard of any plans to apply changes to compensate damage taken from allies;
– forget about tanks 2.0 for now, it will come in due time;
– hidden statistics – some will come very soon;
– moving trains will not come, would eat up too much resources;
– 2nd season of personal missions won’t come soon, isn’t even planned yet;
– even if there are to be limits for gold ammo loadout, those would come in global rebalance, but unlikely;

Storm answers on livejournal:

– i don’t quite understand why there is sometimes no difference in terrain passability between hard and medium terrain, but a difference between medium and soft? Type 5 is too fast on soft terrain, but Type 4 is too slow, while having a difference of 0,5hp/t? can you elaborate? – i can’t, this is not my work;
– T54ltwt nerf is really scrapped? – yes, really;
– when is 9.15 planned to release? – when everything’s ready;
– [about Grille15 crew retrain] why can’t players choose to retrain or recieve compensation? – nothing like this was done before, we’re doing it as always;
– is it so hard to just drop the perks? – no comments;
– will gold for WTE100 camo be returned? – camo will be transferred to Grille;
– what is the reason for STA-2 DPM nerf? – the buff to other stats;
– sniper view x16 and x25 will be implemented, but what if some players find x25 to be too big? can he choose between x16 and x25? – we’re discussing it;
– 112 price is being lowered, any compensation? – no, compensations are not being applied here;

Murazor answers:

– is the question about 112 stats somehow inconvenient? or you just don’t know? you answer a load of questions about the Pershing gun, but not about the 112? – you know what’s happening with the 112, such a decision was made internally, maybe something will change in the future;