The reworked system makes hitting weak spots at range more difficult for guns with bad dispersion (0.4 and up), while aim time, armor, and gun stabilization become more important.
With fewer shots clustered around the center of the aiming circle, the number of “unbelievable” shots (hitting weak spots without taking full aim, or on the move or at great distances) is reduced. This also increases the overall survivability of well-armored vehicles (and their ability to bounce rounds):
- Faster-aiming vehicles with decent dispersion cement their role as effective long and mid-range warfare masters
- For less accurate guns, or when firing with high dispersion, the chances of successfully “snap-shotting” a target at long range decreases
The aim of this change is to balance tanks with either high alpha or high DPM.
Today, tanks that rely on DPM (standing and shooting) have a disadvantage. They have to stay at the line of fire and expect to get shot at in return. But this isn’t as frequent with high alpha damage vehicles. They can get out of cover, quickly aim, fire, then return to cover relatively risk-free.
We’re trying to make these types of tanks equally viable—compared to now, where a battle with alpha strikers doesn’t feature much action, and a battle with DPM dealers is chaotic and mostly unpredictable.
It’s for you to tell us if we made the right call.