#SPA ( Assault guns) Feedback

1 messages · Page 1 of 1 (latest)

past sandal
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Changes from dev brief

  • SPA vehicles can now move and fire while travelling at first gear speeds or slower. Amazing change

  • Adjustments to SPA firing behaviour so that rounds now travel more directly toward their target. Very good change

  • The range calculation has also been corrected, meaning raising the barrel now increases range as expected. This should also reduce instances where shells followed unnatural trajectories. Good change also

  • The operational range limit for SPAs has also been removed 1000% support this change very much needed!

  • Balance adjustments and stat changes to help differentiate each SPA vehicle I'm glad that our previous feedback was taking into consideration this change is good but needs tweaks.

Overall I had a lot of fun in the short time that we had in the Experimental with these vehicles then I have since the first iteration of them.

Vehicles Designation
The designation as a SPA is still not the best choice and should be renamed to Assault Guns

Cost and crew
Armour costing Munitions doesn't make sense, it's confusing and already a resource that is oversaturated with abilities, should be moved to Fuel to fall in line with other vehicles.

With that fuel change it should be moved over to Armour role and allow for tank squads to man them. We don't allow for tank crews to make garrisons and OP's and with changes to these vehicles now makes it all that more important they can not do that.

Pricing still needs to reflect that of the vehicles capabilities and required adjusting

In depth thoughts

I'll be honest the changes made have brought these vehicles all but in name as Assault guns and while you've kept the ability for them to operate at long range, the testing we did, found they were more fun treating them as an assault gun pushing with infantry.

**The AVRE Churchill **is amazing, it's slow at 20 kph with heavy armour but ability to 1 shot a Heavy and having low ammo makes up for this with it's heavy bullet drop and it's whopping 16 second reload time. with higher cost to the other vehicles to represent this, This is what I expected when I heard Churchill AVRE, something to really instil fear into the enemy.

Brummbar also felt quite good maybe a tweak here and there for chassis rotation but overall great fun, heavy armour class, 11 second reload. Price needs changing when it has no Anti infantry capabilities outside of it's main cannon.

105MM This vehicle has all the bells and whistles of the Sherman medium, it's Medium armour, has capability to 2 shot heavy tanks with a 10 second reload , machine guns for driver and Gunner so lacking no anti infantry capability, price needs adjusting to reflect that this tank has a lot of potential, could even be over powered once experienced tank crews get into it and learn the ranging, I'd say it needs to have reduced chassis turning speed as it does have a turret to make up for that, unlike it's counterpart the Brummbar.

Bishop This thing is slow as a Churchill, 20 kph on a Valentine chassis, it's considered medium with 10 second reload, capable of killing a heavy in 2 shots, rounds seem to travel faster ( Could be wrong) Overall this vehicle doesn't seem to have much going for it, it's the only real Artillery vehicle in the game and may need some extra love here or there for it.

Panzer III This vehicle is considered medium with a okay speed to keep up with armour, however being able to pen a heavy with 3 shots from the front doesn't seem right at all. especially when it has a 7 second reload, that's quite something.

KV2 The KV2 needs to be classified as a Heavy, with 12 second reload and slightly faster than Churchill with 22kph, this thing in open maps such as Kursk/Kharhov would be easy pickings It was a Heavy Assault gun, and needs some love.

Bonus video of Brummbar knocking heavies around, I think the torque on these vehicles definitely needs adjusting
Continues below.

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With all that said I'm actually pleased with the changes going forward, I have reservations that these Vehicles can be quite strong in a lot of situations especially with people mastering the drop off for their respected vehicles, but the characteristics for each vehicle is going in the right direction, I think that vehicles need to be tweaked for their advantages vs their disadvantages. Pricing needs to be adjusted for this too especially, only one to change was the AVRE.
I'm quite excited to use the vehicles in matches rather than not use them at all

edgy heath
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I'm glad they're slowly converting these SPAs into their real-world counterparts, but there's still a lot of work to be done. I agree with almost everything you've written, but they have to be very careful about balancing. It's easy to make these assault tanks too op or too inconvenient for players.
Assault tanks must be lethal against fortifications and infantry, and capable of defend themselves against enemy armor, without being too op. Otherwise, there is a risk that these assault tanks will replace the current main battle tanks.

That said, the Curchill AVRE shouldn't be able to one-shot a heavy. In fact, it shouldn't be able to even engage an enemy tank, since its main armament was a spigot mortar loaded with demolition charges. HLLCommendation

primal hare
edgy heath
past sandal
# edgy heath I'm glad they're slowly converting these SPAs into their real-world counterparts...

The AVRE round in real life would infact kill the crew or completely knock them out, which a case was documented, it missed a panther but hit a lamp post next to it completely shutting down the crew in side and breaking some of the equipment/parts inside the panther neutralising it with just the pressure of the round. Them having it 1 shot a Heavy is just a way of reflecting that since tank crews aren't actually in the vehicle in game and not possible to do due to that.

Easier way to deal with it 1 shotting a heavy, I'll also add it takes 16 seconds to load and has a huge bullet drop, it won't be easy. So it's actually fine, I have no concern with this vehicle 1 shotting.

past sandal
# primal hare tbf the charges of the avre were still crazy big explosions that would defo mess...

It did, and this is what I was saying in my post above, the flying dustbin missed and hit a lamp post next to it which the shock killed or knocked out the crew and parts inside the tank broke from the shockwave. It's just game design issues that doesn't allow them to reflect that in game so best to just let it kill, Tank would be neutralised one way or another so just have it be blown up in game.

soft grotto
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The bishop has a max range of 800m which is much longer than most of the other ones. Panzer 3 is 500m range.

Bishop also gets AP instead of HEAT