#tank-balance-discussion

1 messages · Page 82 of 1

lilac crest
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But I can't resist the Traverse speed....for real.... it's so pain. Give him just 25 deg that all i want

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So i can easy shake myself when i was Sidescrape

signal jewel
#

It would be nice... but I think the T. Maus would be too strong if the traverse were any better.

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It already invalidates a large % of the T8 population.

lilac crest
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No i think not. 25 traverse isn't much for the size of the tank... Just want his speed not drop to 10km/h while turn left or right

marble willow
#

T maus doesnt need a traverse buff

vague fiber
sick knoll
sick knoll
vague fiber
sick knoll
vague fiber
sick knoll
sick knoll
#

Do you suggest me to camp?

vague fiber
ivory quiver
scarlet yarrow
#

buff the dispersion on the autoreloading gun for the 116 F3 it shouldn't be the same dispersion as the 183, its a dang heavy for Pete's sake

sick knoll
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Nah, mostly I try to spot as much as possible and btw two of my shots hit the building on the exact same spot even tho I was fully aimed.

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First shot I don't mind but the second shot landing directly where the first shot landed, I mind

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So you say it's the unrealistic rng

pliant venture
#

Buff GSOR Fearless

marble willow
wheat heron
#

🤣 HAHAHAHA what a team i have from morning

wheat heron
hollow basin
left hare
#

Bros, am I only who notice dynamics upping on game? Tanks are likely faster a bit

wary saddle
#

He wants a Light tank that shoots 570 to be insanely accurate

As if it's not toxic enough😃

thorny timber
#

<@&481447501690568709> compromised acc

clear tree
grizzled dock
#

Chieftain IS-1B

knotty aspen
obsidian socket
#

Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks

arctic elbow
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I hope vk72 hull armor gets buff and hp to 2650 and wz 113 hp buff to 2550 or 2500

cinder shard
glad flower
craggy grove
quaint crater
#

yoh accuracy is trash

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not enough

tranquil willow
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The Skoda T27 should've stayed right where it was at tier 8. @fallen mist it's a big deal to me, especially the SKoda T27. It's so out of place in tier 9 it's not even funny.

obsidian socket
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Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks

empty burrow
#

I think the AMX Mle 54 deserves tungsten back

arctic elbow
#

maybe

arctic elbow
spark glen
barren goblet
#

I would say skoda t27 is bad at tier 9 despite being an autoloader ( its rare that autoloaders suck but skoda manages it). Alpha damage is too pathetic for tier 9.

vague fiber
#

Skoda should’ve been at tier 8 it was unique but now t50 is kinda just better

rugged quest
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Nerf TYPE 5 Heavy pls it is just tier 11 in tier 10

dark rain
#

no, is it because you have it?

remote pawn
# dark rain no, is it because you have it?

Type is already nerfed by mobility, dispersion, aim time and the lack of penetration

All you need to defeat a type are either prammo, TD, overwhelming them or just outmaneuver

20 seconds of reload, if the Type misses? The Type is severely punished for that miss

tranquil willow
sterile umbra
nimble zodiac
#

No it doesn't

sterile umbra
vague fiber
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its shouldnt have gotten it in the first place. we do not need an armoured 183. I remember when it was first anounced that it will get tunsgten all the ccs got really mad

primal mauve
#

you don’t want a heavily armoured 183 dealing 920 average with tungsten

vague fiber
#

^

nimble zodiac
sick knoll
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Ok, if the Jg won't get any tungsten then I want them to buff the HP up.

scarlet karma
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Maybe not hp but buff the superstructure. hull armor is fine

hushed token
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All heavy assault TDs should get like 2200 base HPs

sick knoll
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I mean the Jg. is slow, so it's hard getting into position fast enough and I have to mostly play like an HT with it.

nimble zodiac
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Maybe you're meant to or something

sick knoll
marble willow
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@thorny timber told me that the Concept 1B needs a buff to its intraclip: 2.5s to 1s. Its effective dpm will be moved from 2733 to 3001. Still underpowered though

remote oriole
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Ragebait

nimble zodiac
thorny timber
#

Bro must've talked to a clanker

minor mirage
#

did wg even consider how to set up a fair game?

nimble zodiac
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This channel isn't about matchmaking

marble willow
terse cairn
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Yoh is fine. Nerf the others instead

hushed token
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Nah , other tanks are fine . Just nerf Grille's alpha and Leopard's gun depression instead

marble willow
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^

dark rain
hidden sonnet
sick knoll
sick knoll
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Alright, that's the worst take I've ever seen🥀

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@vague fiber check this guy out

lucid needle
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the maus should get accelerator/high octane fuel in mad games with healing ability

remote pawn
unkempt quest
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It's also a form of skill expression as well as being a realistic element

hidden sonnet
unkempt quest
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Skill expression in the way of aiming for said ammoracks or purposefully hiding them

hidden sonnet
unkempt quest
#

Run protective kit and hardened modules

unkempt quest
terse beacon
#

💀 there is 0 skill expression in ammoracks, however still shouldn't be removed

hidden sonnet
hidden sonnet
hidden sonnet
hidden sonnet
unkempt quest
hidden sonnet
unkempt quest
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Part of the game's appeal is the dopamine rushes. Those can be achieved via lucky moments such as ammoracks. If you remove those. Then there are less opportunities for underdog moments. Do they happen all the time? Of course not. But they should still happen occasionally.
You're getting ammoracked? Well you can ammorack them too.

hidden sonnet
unkempt quest
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A skilled player will make more favourable situations for them to be in compared to non skilled players.
Rng adds to it. You're never guaranteed a certain outcome. There's always a chance to flip the script and that's what makes the game fun. Those dopamine rushes create the memorable moments of this game. Do they happen all the time? Not even close.

hidden sonnet
unkempt quest
#

But they can though. Or are you telling me that you're getting your ammorack blown up every battle?

hidden sonnet
unkempt quest
hidden sonnet
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Yes.
You hit ammorack, now it's pure luck what will happen next. An explosion, a dmged ammorack, nothing?
My chances of getting ammoracked is lower than 3-5%. Still happens. Pure luck.
If I could avoid them, I would be full hp from the start to the end of the battle. Other players also can shoot.

twin egret
unkempt quest
full isle
#

Hello

vague fiber
sick knoll
#

They should add humans.

remote pawn
vague fiber
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He deleted the message what did he say

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Who is dragonball btw

smoky grotto
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When the wtaufpze100 is added again will it be crates to get it or will there be an option to buy it with gold?

remote pawn
obsidian socket
#

Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks

vague fiber
rugged quest
#

Nerf MS-1 , it's so OP for WoT

arctic elbow
#

Why nerfing the ms1?

fiery vessel
#

VK 100.01 (P) needs a huge buff to its armor
It's super slow, the gun is missing even from up close and the "armor" gets penned by literally everyone. Turret cheeks along with hatch are the biggest weakspots and everyone can hit them

muted shore
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Nerf ATAC

ivory quiver
clear shuttle
solemn olive
#

Is the Ju Nu ran normally with stock gun? The 88 is garbo

stoic marsh
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Buff badger traverse speed and probs make reload from 7.8 to 7.5

willow ferry
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Buff the e100's lower plate

marble willow
#

NO!

willow ferry
# marble willow NO!

YES, its a superheavy. no matter how much I angle its still way to easy to pen, especially through the tracks

wintry spruce
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nerf 183 accuracy...

willow ferry
marble willow
willow ferry
#

the 183 is such a low threat tank, in the right hands sure its powerful but the average users are literally 40%ers

marble willow
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Theres nothing low threat about it

willow ferry
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Bring back the older 50 kmh is7 nerf its armor if u need to and make it fun again 😭

marble willow
willow ferry
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Unless you're a low armored med, even then I wouldn't say its gameover, simply a game changer

marble willow
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Game changers can go either way. Getting nuked for 1k hp across the map can turn a win into a loss

odd remnant
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and it's even worse since a 183 can just nuke you for 1200 through sheer rng across the map
they don't let themselves get spotted until you already lost the hp
reminder that every 5k damage 183 game is the 183 showing up, and then slamming someone for half their health in one shot

paper forge
#

Tier 11

sudden island
jolly dune
vital gyro
#

I don’t know why, but they nerfed the reload of the carro 45t, from 3.8 to 5sec on shell one

vital gyro
willow ferry
#

it seems like everyone just wants the 183 to disappear

willow ferry
#

Make the jgpz e100 a collector

terse cairn
willow ferry
smoky light
#

I want to get APCR back on gun Chieftain. !!hesh is so bad man...

valid sinew
#

Why haters hate the 183?

Is 1k dmg every 20 seconds...
But when you get flanked by a med(that is doing rush), and deals 1k dmg under 20 seconds isn't same?

hushed token
#

Most obvious ragebait ngl

valid sinew
# hushed token Most obvious ragebait ngl

Couse rage is for no brain .

In any situation 1vs1 or 7vs7 (183 vs meds/light) , definitely meds/light will win in a equal exchange number of shoots(dmg/minute).

Then meds/lights benefits of spotting/speed/turret and many other factors that clearly a 183 won't have.

Is like ppl arguing 🙄 for "rock->scissors->paper" game, and say the rock is the OP ...

And nothing to agree here, just to understand the "mechanics".
Case closed lol.

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P.S they will say 183 is "camper"... believe me, I have seen more lights/meds hidden than any TD out there in 10 years playing.

hushed token
valid sinew
mystic nova
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183 needs camo values nerfed, it should not be unspotted when i’m 75m away, it’s kind of absurd.

it takes an awful player who would normally never have the ability to change the game just slight luck to actually have a detrimental outcome. quite absurd if you ask me

valid sinew
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And if you try to say that WG after more than 15 years in this, somehow they favor that tank?

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So to end this from my side...

As a 183 mainly player, I can "hate" as well when there are 2 meds around me in less than 50m meters?

Either back camping, or pushing myself with others so I can "benefit" of protection.

#

Cheers!
And don't drink and drive !
🙂

sterile umbra
#

You wouldn’t be rushed unless you’re frontlining or all your teammates are dead… the main way to play 183 is to sit in the back or play second line bhind your heavies

outer sail
obtuse rover
primal mauve
hushed token
#

Same with Vicker Light .

marble willow
terse cairn
#

They should add a second gun option for both vickers and Chieftain

willow ferry
remote oriole
#

Are you sure it‘s reasonable or meaningful to solely compare dpm and completely ignore alpha?

nimble zodiac
#

Yeah it presumed that 183 has already lost control of line of sight such that the light-medium can fire more than one shot at it. That's like saying nerf [hulldown tank] because I died trying to fight it hulldown

vague fiber
#

honestly the 183 should be removed like on lesta

valid sinew
vague fiber
valid sinew
barren goblet
#

183 AP shell is 950 hp. Usual tier 10 td or medium has around 1800-1900 hp. Its quite obvious where the problem is when you take half HP with one shot. Refined gun buff made it accurate.

valid sinew
vague fiber
valid sinew
#

Heavy line is 52% .

And light/meds is 46% spot an suicide

vague fiber
#

wdym "finally they did that" ts not good for the game

valid sinew
#

P.S I am not "grinding", I am just having fun.
Nothing is "fair" in this world, and always there's binary ... like or don't... reasons can be invented.

valid sinew
vague fiber
#

deserved

valid sinew
#

That why I mentioned silver ammo, so at last I deal some damage...

solemn olive
#

It is ridiculous that you can die from driving on top of an enemy.

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In this situation a Centurion 7/1 tier 9 drove over a Skoda T27 and they both died.

solemn olive
young violet
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i think the tank on top should receive no or little dmg it should dmg the tank on the bottom tho

lilac crest
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I think WZ114(TierIX) Should get buff on Mobility i mean the weight of this tank not even close to 45 ton but end up slow Like super heavy

vague fiber
pulsar flame
sick knoll
wheat heron
#

This morning mm is not working good, we have all TD and LT tanks, thay have stronger MT and HT

solemn olive
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Does the WZ 122TM need to be this slow? These heavies have 400 more HP and are faster.

primal mauve
primal mauve
real pier
#

Hi everyone

limpid drum
#

Hello

lapis minnow
#

.

open lake
#

Buff gsor fearless

vague fiber
#

what first on e50 tier 9 tracks or engine

last gorge
solemn olive
last gorge
solemn olive
opaque flare
opaque flare
signal jewel
#

Chimera is just flat better than the WZ.

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Oh, and don’t forget the 53TP and others with better mobility than the WZ.

vague fiber
terse beacon
vague fiber
#

What

terse beacon
#

That tank is not better than chimera brother

vague fiber
#

It’s called opinions brother

terse beacon
vague fiber
#

Personally I like the 122tm cuz the armour isn’t useless

signal jewel
#

Both have armor that is ineffective against heavies/TDs, and effective against low pen meds and lights.

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The big difference is the Chimera has significantly better mobility and gun depression. I mean, nothing wrong with liking it better, but saying it is better feels like cope.

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The 53TP is essentially a flat upgrade to the WZ. Better power-to-weight, better reverse, better alpha, better gun depression, significantly more effective armor. Better HP. Overall it does a much better job as an armored heavium than the WZ does... if only it spawned in a med spot.

thorny timber
#

The 53tp is just something else

vague fiber
#

controversial opinion but chimera is overrated

solemn olive
signal jewel
#

The Chimera, being a Brit med, has competitive standard pen.

solemn olive
vague fiber
#

t34-2 is better cuz tungsten

vapid horizon
#

WZ-122tm is very good, and its important to not disregard the fact that it is basically a pocket heavy that takes up a medium slot. In a battle when a team gets a pseudo-heavy like WZ-122tm and the other gets something like a T-34-2, the advantage is clearly on the team with the WZ.

vague fiber
#

t-34-2 is better

marble willow
#

Chimera is better

vague fiber
marble willow
vague fiber
obtuse rover
#

What yall think abt new batchat t10 guns

shy nymph
#

Why did they remove the tungsten from the AMX 54 MLE?

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The tank simply has terrible aim

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4 seconds of aiming, to shoot 450?

vague fiber
#

Run refined

shy nymph
#

10 seconds reload, Sometimes doing 360 man

obtuse rover
#

yeah the gun just isn’t it, old gun was cool. I think they did it the way now because of its speed+armor and hp

shy nymph
#

But it shouldn't be that bad

primal mauve
marble willow
#

But me like minecraft

vapid horizon
#

Lorraine 40t needs a buff, its pretty tragically awful. It's pretty much impossible to get a full clip unless your shooting someone afk.

hushed token
#

An autoloader that is awful ? Good , autoloader tanks deserve no love

vapid horizon
#

Lorraine 40t is one of the older premiums, it deserves a small buff to compensate for powercreep.

primal mauve
vapid horizon
primal mauve
#

ah oke by then it’s okay

vapid horizon
#

I personally would just make it 250×4 with the same long intraclip, since it is so fragile it can be justified.

primal mauve
#

240x4 is like 960 damage potential

vapid horizon
#

260×4 would still kinda feel like an 100mm, and not have an excessively insane clip

primal mauve
#

current 40t has 900 clip potential,it just needs to spend a lot of time stationary to dish out all shots

vapid horizon
#

Which is good, autoloaders that unload to quickly are very toxic. Lorraine just has issues connecting all 4 shots even after aiming.

#

Just a penetration & gun handling buff would probably fix most of its issues

primal mauve
#

pretty much falls behind only by Defender Mk1 and T69 in dpm

#

280x3 gun can be an alternative gun/firepower for Lorraine 40t.

void pilot
#

Plz add me in your clan

twin egret
#

It literally has a 100mm model for the gun iirc

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Despite the gun being the DCA 45

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like on WoT PC the gun it has is the 100mm, not the 90mm

vapid horizon
twin egret
vapid horizon
#

Unfortunately in any case, the fact remains the Lorraine was a powercrept tank in 2020, now in 2026 it is a tank that has both a high skill floor, and a low skill ceiling.

twin egret
vapid horizon
twin egret
primal mauve
#

Nah we move Lorraine 40t to tier 9 give it 1200 damage clip potential 🤑

twin egret
# twin egret wdym they shouldn't 😭

a little more digging around I found the stock gun on the amx ac 48 and semi stock gun on the AMX ac 46 matches up perfectly with the gun model on the lorraine

ionic verge
#

They've been treated very unfairly. They're really weak. Especially the medium tank, it's pathetic. Please give the STB and Type-71 a buff.🇯🇵

unkempt sorrel
#

Škoda T 50 should get a 1.80 intraclip + 19.21 reload time nerf, final base DMP of 2.367. fully upgraded around 2.565 DMP

slate talon
#

they should buff lower plate of E100

ionic verge
slate talon
#

Actually the thing that I want most buffed is the prammo pen of the smaller gun

indigo tide
orchid grove
orchid grove
orchid grove
vapid horizon
#

I suppose you could split your clip, but 10s to unload the whole clip is quite long. Albiet no competent Lorraine player is sitting and dumping an entire clip.

orchid grove
# vapid horizon I rather like your idea in concept, but in implementation I'm not sure if it wou...

Well, adding a 5th shell and keeping the DPM identical would give you a 24.84 second reload with calibrated shells and food. And 10s to deal 1125 damage when loaded

That IMO fits pretty well within Blitz. ~25s reload isn’t unprecedented; the older 50 120 and 50 B had similar reloads.

Adding that additional shell just makes the tank a little more interesting; higher risk, higher reward. If you play it well, having 1125 in the clip can destroy basically any med or TD that has already taken a hit, but also, poor ammo management will leave you with your pants down in a very large, very paper tank. You know, the way autoloaders should be balanced, unlike WG’s armored 2 shell autoloader nonsense nowadays.

It’s not really a true buff, but a step sideways to make the tank actually worth playing. After all, why play a Lorraine when the Swedish heavies do the same thing, but with more armor and alpha. If we wanted a buff on top of that, then a straight buff to 240 alpha would be nice, bumping the clip to 1200 in 10s and the DPM to 2066

barren goblet
#

I don't understand people who think bigger clip is better. Best autoloaders are 2 shot versions, sometimes 3 shot if intraclip is fast. 50b is more versatile tank without 4 shot clip. All longer clip does ( late game being exception) is makes sure you take 2 shots back, have longer downtime reloading because in majority of cases you will fire 2 shots and be forced to reload for 30s making your effective DPM like 1000...

orchid grove
# barren goblet I don't understand people who think bigger clip is better. Best autoloaders are ...

Because small clips are toxic. You SHOULD be punished for bad ammo management in an autoloader.

With small clips and fast unload time, there zero penalty for just shooting at whatever you feel like. It rewards gameplay centered around punishing the enemy for small mistakes rather than making things happen yourself. Oh you get caught out for literally 2 seconds? Here’s 800 damage, and then you don’t even get to punish them back because they’re reloaded in another 10s It’s so stupid.

That’s why the current tier X meta is so bad. Everything hits you for 800+ in just 2 seconds, and there’s nothing you can do about it.

4005, Rino, VZ55, Concept 1B, Projet Murat, and all of the autoreloaders just make the game so toxic now because they function like 183’s/Jgpzs but without the downsides of bad accuracy and no turret

#

Like 2 shell autoloaders are actually just the worst of both worlds. They’re not even interesting/fun to play, and just make the game worse for everyone else too

wintry spruce
#

The only 2-shot autoloader that is in my point of view not that toxic compared to the others is VZ55. Its strong but compared to other 2-shot autoloaders its kinda "balanced"

jaunty ridge
#

how is the vz 55 balanced...

#

The rework more or less solved its only two issues

Lower intraclip without a loss in dpm makes it so much easier to connect both shots.

Gear oil solved the reverse speed problem, and it just is faster overall

#

In all honesty, only things stopping the vz from dominating is that massive hatch and the weak modules.

wintry spruce
#

I didnt knew that it had gear oil💀

orchid grove
#

You know that we live an insane meta when the VZ55 is the least broken tank on a list. Yet WG insists on pushing more and more 2 shot autoloaders into the game

wintry spruce
#

I agree on that point. Most of the 2 shot autoloaders and many autoreloaders are currently just broken asf and need a nerf for sure.

orchid grove
#

Because autoreloaders and 2 shot autoloaders just get the firepower of a TD, but with zero downside. Just frontload a ton of damage, and then you can't even be punished for it; because by the time any sort of counterplay arrives they're already reloaded

#

With the older 3 and 4 shell autoloaders, those tanks actually go on reload, and can be punished. Autoreloaders and 2 shell autoloaders? Nope

jaunty ridge
#

Vz might actually be stronger for solo pubs tbh, cause you do get more armor and higher alpha to work with. You'd be surprised how many people can't hit the hatch for whatever reason...

#

Vz's extra pen is nice too. I'll take it over 350 heat all the time.

orchid grove
#

Also, the 2 shell/autoreloader scourge is even worse when you consider that after the rammer nerf, the DPM tanks that would normally be a counterbalance to the high-alpha playstyle of 2 shell autoloaders have a lot of their DPM advantage erased; since everyone has to run cali now

wintry spruce
#

talking about DPM tanks...would like to see 140 buff. It dont need much...just some turret armor that can withstand standard shells from other MTs (lets say 250 pen) and/ or adaptive concealment mechanic.

twin egret
#

a 1,5s difference in dumping time

#

and honestly the gun handling on movement is just atrocious

#

for the amount of risk the tank has

merry pelican
#

buff t57 ammo capacity

sick knoll
#

I've heard that lesta gonna give their STB an 3 shot clip lol

plush cliff
#

Lets balance the churchill 1 and give it 20 damage with 0.5 sec reload time with 120 pen

marble jewel
#

The polish TDs are just honestly broken

hushed token
#

Which one ? Because NC 70 is a joke

thorny timber
marble jewel
#

Tier 8 and 9 especially

#

Tier 6 too

primal mauve
desert harbor
#

Smasher diamond_duck

deep pewter
earnest slate
#

polish tier 6 is really broken. the armour is too good for a tier 6 tank

#

tier 8 is a little too

rocky sentinel
#

But tbh the 113 GFT is imo is kinda better than the NC70 putting the DPM and DPS at close range aside: better armor, better reverse, more reliable DPM, AP standard, and mostly better mobility.

hasty sluice
#

Hello, Is there any way I could speak with a developer directly? I have an idea to propose.

#

Anybody?

barren kindle
#

Buff 60tp HE alpha

quaint otter
#

STB -1 NEED BUFF

hasty sluice
#

🙁

muted rampart
marble jewel
#

Tier 9 is for sure, I agree 10 is midish

solemn olive
#

I see why everyone says the 59 patton is better than the e2. I just ask may the e2 get some armor pls? Granted this is the 180 profile.

willow ferry
willow ferry
stark wind
quaint otter
#

Fv4202 BETTER ANYWAAY

willow ferry
quaint otter
#

why people like stb its just crazyy M60 BETTER 4202 BETTER

wet parcel
rocky sentinel
deep pewter
quaint otter
# wet parcel Maybe you are playing a different STB-1, because saying that both the FV4202 and...

Absolutely all players whose victory percentage is above 70% consider the stb to be the WORST medium tank in the game, on par with the t22 cp for many reasons, the first of the reasons is poor mobility, poor penetration on both projectiles, poor booking, not counting the turret forehead (by the way, the turret also often breaks through) TERRIBLE DPM, as well as poor projectile flight, which is why we have to put an increased charge, which makes the stb less accurate than the 4202, in short, the stb is worse than the 4202 IN ALL ASPECTS

quaint otter
#

4202 is too good on NOT HESH gun

quaint otter
wet parcel
quaint otter
wet parcel
#

The STB is a close quarters tank, if you are feeling like the shell is too slow, maybe you are not really playing correctly

wet parcel
deep pewter
quaint otter
deep pewter
#

more dpm = better tank 🤡

deep pewter
quaint otter
#

And good mobility

wet parcel
quaint otter
#

Bro 4202 better stb just get it

deep pewter
quaint otter
quaint otter
deep pewter
quaint otter
quaint otter
#

STB has no chance against tanks with high armor.

deep pewter
wet parcel
deep pewter
#

and stb have amazing gold ammo that reduce damage by only 10

jaunty ridge
#

stb has less pen than a t100 lmao

deep pewter
wet parcel
quaint otter
jaunty ridge
deep pewter
wet parcel
jaunty ridge
#

idk why you are all glazing 313 ap with cali

quaint otter
wet parcel
#

Really the STB loses on premium AP, but what you are not considering is the alpha difference

jaunty ridge
#

The point stands that the stb premium pen is absurdly low for a med. How is that not an easy point to understand.

wet parcel
wet parcel
quaint otter
deep pewter
wet parcel
#

The thing is that AP works in a different way than APCR and HEAT, so their effective pen may be equal even though they are really apart

jaunty ridge
#

They don't... unless you're the kind to run rammer on every other med, and cali on the stb?

wet parcel
jaunty ridge
#

stb is just that easy to play med you recommend to newer players. That is all there is to it

wet parcel
jaunty ridge
#

nah, the turret armor isn't even that strong. If you load cali half the turret sides are pennable even while they use full gun depression.

wet parcel
#

@quaint otter what I say by armor is that the FV4202's turret is way easier to pen than the STB's

jaunty ridge
#

the average stb player doesn't even use full gun depression. You can just pen the hatch. I hesh that with my 215b all the time.

wet parcel
deep pewter
#

and if you are , then you are probably fighting 48% wr

quaint otter
wet parcel
#

Also because the strongest medium turret is probably the T-22 Medium tank, although it is not in its best position either

jaunty ridge
jaunty ridge
jaunty ridge
jaunty ridge
#

I could never 🥀

quaint otter
willow ferry
willow ferry
lapis halo
#

Type 5 heavy should get sandbags to be honest

vapid horizon
vague fiber
#

These ideas are cursed

burnt venture
#

It became too accessible to mediocre players with no skill, so now it has less DPM than heavy tanks. How to kill a tank 101

marble willow
willow ferry
muted rampart
willow ferry
#

What is it you guys and your hatred against and e100 lowet plate buff 😭😭

marble willow
#

no

lapis halo
willow ferry
lapis halo
#

Cudunt care less really

#

Some people just never grow up

willow ferry
marble willow
lapis halo
hasty sluice
#

Tactical Module Damage Adjustment (Test Mode Proposal)

I would like to suggest a controlled gameplay adjustment aimed at increasing tactical depth and reducing the effectiveness of high-risk rushing strategies.

Context:
In the current meta, high DPM and fast-paced engagements often allow aggressive pushes with limited long-term consequences. Critical mistakes such as overexposure are often recoverable within seconds, which reduces the strategic impact of positioning.

Proposal (Balanced Adjustment):
Introduce a moderated increase in module impact with safeguards to avoid frustration:

Slightly increase the chance of critical module damage (+10–15%)
Limit full module repairs to one per battle
Subsequent repairs restore modules only partially (~70–80% efficiency)
Introduce a short repair vulnerability window:
Repair duration: 3–4 seconds
During repair: tank cannot fire and has reduced mobility

Anti-Frustration Safeguards:

Prevent consecutive critical module destruction within a short time window
Slightly reduce crew knockout frequency to maintain player control
Keep overall RNG within predictable limits

Expected Gameplay Impact:

Overexposure becomes a meaningful and lasting risk
Encourages more deliberate positioning and timing
Reduces effectiveness of coordinated rush strategies
Maintains Blitz’s fast-paced nature while adding tactical depth

Suggested Implementation:
Introduce this as a limited-time or experimental mode (e.g. “Tactical Battles”) to evaluate:

Player feedback
Match pacing
Balance impact across tank classes

willow ferry
marble willow
willow ferry
wet parcel
#

The Grille needs a rework. Back to its original version, 640 alpha and 13 seconds of reload

marble willow
wet parcel
marble willow
willow ferry
wet parcel
marble willow
last adder
wet parcel
willow ferry
last adder
wet parcel
willow ferry
#

Make 268, 700 dmg and 15 sec reload

marble willow
willow ferry
willow ferry
wet parcel
marble willow
wet parcel
# willow ferry thats true, but it would make an already potent tank, more potent

Well the Grille already has less cammo than the FV4005, less alpha and now less precision (with the reticle calibration active). The tank needs something going for it doesn't it? Specially since the precision and DPM aren't as unique as they used to be, with the recent changes like TS-60, Kanonenjagdpanzer and KJPZ Jäger

marble willow
wet parcel
marble willow
willow ferry
willow ferry
marble willow
wet parcel
willow ferry
wet parcel
willow ferry
#

Grille needs love, I stand by this state, and in protest, I will grind it

#

after im done with type 71 rhm pzw and 50b

wet parcel
willow ferry
signal jewel
#

Idk... I think grille got some love in the recent patches.

marble willow
#

(Camo net)

wet parcel
signal jewel
marble willow
#

Bro it has gear oil

signal jewel
#

But I'm also a Chinese light and Obj. 140 enjoyer, so bear that in mind

wet parcel
signal jewel
#

It's the most mobile T10 TD by far.

marble willow
wet parcel
signal jewel
# willow ferry 140 my beloved 😍

I just got the 140 recently, and I'm already in love with it. There is nothing like the feeling of piecing up heavies with track shots and sidehugs, and then snapping shots across the map for dessert.

wet parcel
#

Vz. 51 (tier 9) could get a buff like the Vz. 55, like the engine oil and two shot gun

willow ferry
#

E100 lower plate buff

marble willow
#

Go to sleep

quaint otter
willow ferry
#

Obj. 260 Should replace IS7 in the line (make IS7 a collector)

terse cairn
#

Give obj 260 more turret armor and 330mm base heat

willow ferry
opaque flare
terse cairn
opaque flare
terse cairn
remote pawn
remote pawn
#

Not to mention the fact the AP is only 400

opaque flare
#

If tier 10 was balanced like the obj 260 the game would be more improved i think

terse cairn
terse cairn
opaque flare
willow ferry
cobalt kernel
#

I think e100 needs a big armour buff
To be specific
400 mm front turret armour
300mm front armour upper plate
310mm lower plate
180mm side
100mm rear

grave vault
#

Alright bro.

lapis halo
willow ferry
fossil marten
#

VK168.01(P) - just tried it in its new tier 9 state, and it’s ok as top tier, and a bit meh against tier 10. Please remove the enormous ‘shoot me’ hatch from the turret WG 🙏 that’d at least give it a fighting chance’ish against tier 10z.

cunning perch
slate talon
trail herald
#

Wow literally all of the tanks that got uptiered to Tier 9 are now bad. That's big brain balancing.

twin egret
#

the pen is garbage on the vickers mbt

robust root
rocky birch
robust root
#

somua SM. its fine, feels alright. nothing special though.

VK 168. sucks.
the maus style german super heavies all suck in the current meta of the game, and moving this one to t9 means it now just gets violated by t10s.
even if the cupola was removed it would hardly help.
honestly, for this style of tank to be good again a lot needs to change.

T-34-3, better than it was at t8. not anything special though.

59-patton, this thing needs it cupola redesigned with a smaller model.
its way to big, both making the thing hideous and making it nigh impossible to effectively hulldown.
hell, its easier to shoot the cupola then any other weakspot.
otherwise its alright, still nothing special though.

Vickers MBT. buff it's standard pen or make its standard shell AP to help with its low pen for the tier.

twin egret
#

all the mediums that have worst pen than the vickers have AP, and those tanks dont struggle as much against more armored tanks lol

#

with the exception of FVE and T-54

robust root
vague fiber
#

FVE is not a good tank

robust root
vague fiber
robust root
vague fiber
robust root
#

what attitude
you a pyschic? reading my emotions across a screen?

quite literally, this is the only non-neutral message in this convo

vague fiber
final trail
#

I want the VK 168.01 (P) turned back into a tier 8😡

It was already a bad tank that was only fun to play in gravity mode and now Wargaming ruined that for me.

robust root
#

it WAS the mauschen but moved down a tier. now it's just the mauschen but it makes more credits

obsidian socket
#

Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks

nimble zodiac
#

Good.

wanton jolt
#

If vk168 is t9, I won't buy it because t9 Mäuschen is better than it.

primal mauve
scarlet karma
#

Should fv4005 have less dpm than 183?

twin egret
primal mauve
twin egret
primal mauve
twin egret
#

case in point here you're arguing about dpm instead of alpha

primal mauve
#

320 with pretty low dpm I would say its still usable I think

twin egret
#

320 is perfectly viable with enough dpm or other compensatory attributes

twin egret
#

imo Vickers needs:
better on-movement dispersion (0.130 is stupid)
AP standard
-9 or -10 degrees of depression

odd remnant
#

i dont think a single good change happened this patch with the tier 9 movements
its impressive how they can get it so wrong

#

at this point im convinced they're just doing it so they can make these tanks even more underplayed and utterly useless, and pad out tier 9 with garbage
its not even the fact they moved tiers, its the fact they basically made these already average tanks completely unplayable by not buffing them enough

vapid horizon
#

Tier 8.5s fighting tier 10s

primal mauve
vapid horizon
#

I personally feel of all the changes, the vk 168 makes the least since, as its sole reason to exist was as a maus a tier 8.

hushed token
#

And even then , Vk 100 already took its job

primal mauve
#

VK 100P takes it job with sandbag provision and it’s a bit more flexible

#

dupe VK168 Mauerbrecher as Tier 8 so people won’t be sad

vapid horizon
#

I like the idea of the tier 9 somua sm, but it needs to be tweaked more.

primal mauve
#

T-34-3 seems to worth it

shy nymph
#

The Amx 54 mle needs a buff urgently

#

I'm playing with a 183 aim?

scarlet karma
shy nymph
#

You have to keep aiming for 4 seconds, and the shot will simply miss

#

There's no way you can look at this tank and say it's balanced, it's simply impossible

scarlet karma
#

Run and gun with 310 works at 100m but most times i shoot at 50-80m

shy nymph
#

I'll only accept such bad aim if it's going to deal 700 damage

#

I hope I never have to play with that tank and that scope again, it's simply ridiculous

#

And I haven't even mentioned the dome, probably the easiest dome to hit on the T10

#

I hope they improve, I bought the Amx 54 mle thinking it would be a good tank, disappointment

earnest slate
#

does anyone feel that the penetration of super conqueror is too low?

marble willow
#

Nah

surreal violet
#

what is the point of having the vote if the dev gonna do it anyway

#

the amount of downvote on vk, somua and 59 patton

#

the downvote is like 5:1 ratio compare to upvote

limpid frigate
#

Why did the tungsten get removed from jag and grille 15?

#

i started to play the game again after a break of like 2 months

heady iris
#

please buff t 28

#

atleast give it some armour

terse cairn
limpid frigate
#

tbh i dont remember

#

it did

river summit
#

Pl buff cc1mk2 give it Vehicle rotation speed

hollow wind
limpid frigate
#

look it up

#

Based on recent updates in World of Tanks Blitz, the Grille 15 was given the Tungsten Shells consumable.According to balance changes in Season 5: Legends, the Grille 15 received the Tungsten Shells consumable as part of a package of improvements to its performance.

hollow wind
limpid frigate
#

i looked it up twice

#

now it says it didnt

hollow wind
limpid frigate
#

oh k

hollow wind
#

Ik amx m4 mle used to have tungsten. Would like that or 480 alpha back.

fluid kelp
#

vickers mbt didnt get a pen buff so it has 225 pen standard with its APCR

#

they should atleast give vickers mbt AP standard cause 225 with apcr is horrible

limpid frigate
#

i had the amx m4 mle but it wasnt that good cause of the corners and because 2 in like 5 shots would miss

#

its sad that i got 7.5k gold and i need to pay double to get it back

#

i got money when i sold this

latent patio
#

Increase Vickers light minimum alpha. Even at 320 ish average damage its seem like 4 in 5 shot was around 250. Compared to other LT on its tier its really bad.

terse jasper
nimble zodiac
# limpid frigate i got money when i sold this

You probably sold it when it was a premium, which are sold for credits. Be aware that premiums have been turning into collector tanks, so if you really don't want a tank, wait until it's a collector

obsidian socket
#

Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks

smoky grotto
#

When the wtaufpze100 released again will it be crates and/or gold if gold how much roughly one of the last tanks i wanna get

weak lynx
hasty sluice
#

hello

#

Please make module damage more common? And maybe make it so that you can only completely repair modules only once per game?

#

It would make reckless gameplay less viable.

#

Could you ? Or is it something not possible...

hushed token
#

So camping simulator

hasty sluice
#

Well, Its a part of how tanks work. Its not about camping tho, Its more about making gameplay a little more meaningful

smoky grotto
hasty sluice
#

Imagine if you could not get rushed by 3 fools in high dpm heavies because they risk penalty. Instead of just being raw numbers. Warthunder players have no problem with high dpm tanks...

#

Its a poor example and poor presentation. But I think the game needs something that introduces more consequences for overly agressive game play...

hushed token
hasty sluice
#

Why even have the module damage function if you can just repair your way out of it instantly every time. Im not suggesting adding Warthunder gameplay that favors campy strategies. I just think it would be more reasonable if the game had a slightly more deep damage system, it would be a way to express skill and bring more consequences into the game. If it is balanced right it would help fix the high dpm issue the game currently has.

#

Use dpm and risk module damage. Instead of only hp. Alpha damage would be slightly more meaningful. Thats all

wary saddle
hasty sluice
#

Or make so that tanks that get hit are slower and less effective during repair, 3-5 seconds. Btw if you want more fast gameplay. Make the tanks all do more damage. Why should a tank like the IS-3 with a big 122gun have a problem with dpm, compared to something like an Anihilator? Tanks in real life are deadly, one shot is usually lethal

hushed token
#

Are we fr ?

wary saddle
#

But the game isn't focused for realism? The game's description literally states "Arcade Battles"

hasty sluice
#

I know Wot Blitz has a certain legacy gameplay style. But look at the game. Never balanced, never pleasing. Always some meta braking autoloader high dpm beast

#

What I suggest doesnt have to brake the game as it is. The arcade is fine, Im not complaining, Im just asking for a feature that brings more conceqience for blatanly poor gameplay (over exposure) (High risk rushes...)

hushed token
#

Yeah yeah , lets act like other shooter game with guns that can't one hit people and people be jumping around carrying a giant ahh sniper gun while doing 360 no scope don't exist then

wary saddle
#

Horrible balancing is not can defend sure, however completely reconstructing the game mechanics for the sake of "realism" is definitely not a thing that should be existing

Also what defines meta is the incredbile "verisitlity" of the tank, if you think "High dpm" machines completely shatters the balance, i could say that you are incorrect

hasty sluice
#

Sure, thats what I am trying to explain. I do not wish to reconstruct the game mechanics or the way the game is played.

wary saddle
#

The first suggestion of in your statement "Increase Module Damage" is debatable however i can not support the the latter

hasty sluice
#

Imagine this, you are in an ambush position. Waiting for a tank to cross. You damage it, but before you can get to cover it manages to land 2 shots into you for double the damage you did, because Its an autoloader. You played right and your opponent played reckless. But if the module damage was increased, it could play out differently. You damage Its turret ring and it has a slight stun, 80% efficiency debuff. While this stun is applied the tank is fixing the turret ring you damaged.

hushed token
#

Ok that is debatable , not the one time module fixing statement tho

hasty sluice
#

sure, That was just an idea

#

High caliber guns could also have higher chance for ammo rack damage

wary saddle
#

And that's where the HP system comes, the module had may not been impaired to some extent however their HP lost is the consquences to that action. It is not that Module damage happens rarely but enough to be noticed to be part of the game.. to align your idea whilst being objective, the suggestion would be more on yhe Consumable Cooldown the Repair Kits to be specific

While they can fix all module lost however the next time would severely impair the player.

hasty sluice
#

Idk, but it would not change the situation I mentioned. You still loose the trade horribly even tho you were prepared better

hushed token
#

That is the thing , you don't trade with autoloader

thorny timber
wary saddle
#

It's just that, increasing module damage in the game when it happens so much already is not healthy for game, i had been in this server for quite a long time now and you are probably the first one to suggest something like this.

hasty sluice
#

Think about it guys, I will come up with a more scenarios

wary saddle
#

And the possibility of Autoloader spam would significantly increase if we happen to increase module damage, people whom spent their lives memorizing ammorack spots would benifit alot and the victim of this feature would surely be heated, they'll either initiate a protest or join the bad cause. Objectively, if you think it that way, you'll see how everything would pan out. I'm clearly against the idea of increasing module damage sorry

hasty sluice
#

Alright, maybe there could be a gamemode in the game to test something like that out, you know to test if people like it

thorny timber
#

increased module damage means tanks with high caliber guns are also rewarded just for having high alpha and things like mediums are not, encouraging lazy playing

wary saddle
#

^^

Not to mention, the incredble spam of 183s and 4005s in the current meta

hasty sluice
#

Then medium and lights should have more dpm and high alfa guns like the soveit heavies should do more module damage...

#

I think module damage should be slightly increased so that impacts have more tactical consequence. Right now, many hits feel interchangeable—just HP loss. If modules were damaged a bit more often, positioning and shot placement would matter more, without making the game overly punishing. Its sort of like the thing in Counter strike, how they made the magazines hardcore

#

More tactical gameplay
Players would think more about where they aim (ammo rack, engine, tracks), not just penetration.
Greater immersion (but still arcade)
Tanks would feel less like HP bars and more like machines with vulnerable components.
Skill expression
Good aim and knowledge of weak spots would be rewarded more consistently.

#

The goal isn’t to turn Blitz into a full simulation like War Thunder. Module damage shouldn’t decide fights instantly or feel frustrating. It should just add a layer of consequence and strategy. THIS IS IMPORTANT

#

Slightly increase module damage chance (not severity)
Avoid frequent one-shot ammo rack explosions
Keep repair kits effective and relevant
Maybe limit stronger module damage to higher tiers (where players expect more depth)

hushed token
#

So your suggestion is increasing the dmg dealing to modules . Got it .

hasty sluice
#

I think Its win with no downsides situation. It can decide games, but due to skill. Its true that the game would have to test this in a separate gamemode

hushed token
#

Yes , I like the potential idea from this

hasty sluice
#

I hope the developers will consider such an experiment in the future

#

like rn most fights are just HP trades, especially with high DPM tanks. they’re always consistent and kinda dominate because even if they mess up, they just keep firing

but if module damage was a bit more impactful:

alpha guns could actually cripple something (engine, gun, ammo rack), not just do one chunk of HP
that gives them a real role beyond just “big damage every 10s-20s”

so instead of DPM always winning over time, you’d have situations where:
one good shot from a heavy/TD can mess up the enemy’s ability to fight back

the key thing is: not too much
no constant ammo rack explosions or perma-broken guns

just enough so that where you hit actually matters more, and not every fight is decided by who has more DPM

#

The math is simple. More damage value = higher module damage chance. Less damage value = shorter relaod

#

more dpm and less module impact, vs less dmp but higher module impact, Its simple and it alligns with what already is in the game

obsidian socket
#

Also petition to give the WZ-132-1 line 1 extra degree of gun depression. Thanks

hasty sluice
#

Yeah, also, the balance of the new tier IX (ex tier VIII) is questionable. The Vickers ate all the love nothing for the rest of the tanks

#

Regarding the module damage overhaul suggestion, HE shells on high caliber guns could damage modules without penetration. Crazy idea. But blitz could have an artillery expansion centered around this. Artillery could be like tank destroyers. But instead of dealing a bunch of damage, they would instead focus on module damage, and heavy tank support. (No overhead view, no traditional artillery, just a TD role expansion)

#

Better summary: ok hear me out, this builds on the module damage idea but goes a bit further

what if blitz added a sort of “support artillery” role—but NOT like old WoT artillery, no overhead view, no sky cancer

more like a TD subclass in World of Tanks Blitz

the idea would be:
high caliber guns with HE focus, but instead of big HP damage, they specialize in module damage

and the key mechanic:
big HE shells could damage modules even without penetration

so instead of shooting a heavy and doing nothing, you could:

  • track them
  • damage their gun
  • knock engine
  • force repair kit

basically even non-pen shots have value

this would create an actual support role in the game:
you’re not farming damage, you’re enabling your team

example:
you track a heavy in the open → your team pushes
you break a gun → teammate wins the trade
you mess up an autoloader → they can’t safely dump clip and run

it also helps with balance stuff:

  • high DPM tanks get disrupted more instead of just farming
  • autoloaders become riskier when exposed
  • hulldown tanks can’t just sit there forever since you can still mess with their modules

important part:
this shouldn’t be frustrating or broken

no huge HP damage, no perma-tracking, no stun mechanics
just consistent, moderate disruption

so instead of adding artillery that deletes you, it adds a role that supports and creates openings

kinda like trading raw damage for battlefield control

#

Crazy hamburger

prisma jetty
#

That was part of the reason artillery was so hated in wot, and still kind of is though. It has a high chance of module damage forcing you to use your repair kits or play at reduced efficiency, with little to no counterplay. This is just the same thing except you need line of sight, but you can still bush camp and do essentially the same thing that artillery does, just without the damage

hasty sluice
#

You cannot spam it like you could in pc wot. Because maps are smaller and there is surely a way to balance it

#

15 sec reload for a 400 dmg non pen shell at tier VIII on a vulnerable arty that can only hit you if it can see you

prisma jetty
#

400 damage nonpen is still a ton at tier 8 lmao

hasty sluice
#

seems fair, remember that it would not have much health

#

Idk, Im not going to balance it now, Im just introducing the idea. dont take it too seriously

left hare
#

guys, when you have problems with signing in your account because of banning, who do you apply to? Who responds faster ?

hasty sluice
#

I have no clue

prisma jetty
# hasty sluice seems fair, remember that it would not have much health

So there you are in your heavy, someone hits you for 1/5 of your HP, a few of your modules are damaged, and they're in a bush so you can't see them. You use your multi repair and it goes on a long cooldown. 15 seconds later they do it again, you're now down 2/5 of your hp, both repair kits are burned, and you still can't see who was shooting you. You now can't play aggressively, can't use your hp, and don't have a ton of hp to play around with anymore, all from a guy sitting in a bush who doesn't even have to aim. In what world is this fair?

hasty sluice
#

Btw the reason artillry was hated all the time and it is hated to this day is the over head view which is objectively unfair and bad game design. Btw artillery doesnt have to have op camo values... Idk why you complain as a tank destroyer can do almost the same thing

prisma jetty
#

camo doesn't matter when you can bush camp and force the enemy to get close, exposing themselves just to deal with you

#

the 183 doesn't have good camo and it can still just bushcamp and lock down one part of the map because if anybody pushes, they get slapped for 1200

hasty sluice
#

But isnt that a problem with TDs too?

prisma jetty
#

Yes, so making that more of a problem is not a good thing lmao

hasty sluice
#

yeah, I get it, remember that my previous suggestions would make it harder for the TD/arty too, a single mistake leads to significant impact

prisma jetty
#

Literally all you have to do is bushcamp, its not hard at all, and most bushes have easy cover that TDs can get to before anyone can react to them

hasty sluice
#

Imagine how big the module damage could be on a thin paper arty, HE shells would tear every arty down in few hits. And you can blind shot

prisma jetty
#

blind shooting would require you to peek and then get hit by someone who doesn't even have to aim, then half your modules are damaged and you have to either deal with reduced efficiency or burn a repair kit while they just get back into cover because they didn't have to aim

#

Your suggestion would just make a skilless class of vehicles that are terrible for the health of the game

hasty sluice
#

Idk brother, the problem does not relate to this concept that much, If you know an arty camps a bush you can blind shot or not peek it. But I understand, it could become frustrating. There could be a counter balance like 20 second spotting time for arty, that would give players enough time to adapt to the situation

#

BTW arty and most high alpha guns should have poor aiming time, so Its not like they can just snap shots. And they would have to be lucky to hit you if you peek just a little bit

#

It would have to be tested anyway

#

If any Dev would like to react to this idea, It would be appreciated

granite mason
#

arty is unfair and broken

hasty sluice
#

Yeah, if you give it over head veiw, and spam guns

#

What I talked about here does not have any of that, Its just like a TD, but different playstyle

#

read it first please

granite mason
hasty sluice
#

No, arty I talked about would not be able to do so much damage at all.

granite mason
#

then whats the point of playing it?

hasty sluice
#

Read it, they are support for heavies

granite mason
#

i have read it, in current blitz we dont need additional support

hasty sluice
#

Using HE to damage to modules instead of dpm for map control

#

The game could use the module damage to help the dpm superiority problem, thats why Im here

granite mason
#

you want to play your maus/vk/kran with your superior armour to push through a flank but now cant because your modules gets damaged every 15-30 seconds by some clicker who dosent even need to pen their shots? seems good, healthy and balanced for a game

hasty sluice
#

If you dont play too aggresively, that cannot happen, please read the entire module damage thing I written here. You dont seem to understand

granite mason
#

you dont seem to know what is the quality of wot pc matches

granite mason
#

a full team cannot play passively, it would result in a stalemate, and if someone tries to make a move they get clicked gets their tracks/ammo damaged and dies

hasty sluice
#

The whole concept summary :slightly increase module damage in World of Tanks Blitz so hits have more consequence, not just HP loss

this helps balance:

gives alpha guns more impact (can cripple modules, not just chunk HP)
reduces pure high DPM dominance (they get disrupted over time)
adds counterplay vs autoloaders (track, damage modules mid-clip, punish exposure)

on top of that, introduce a “support TD/artillery” concept:

no overhead view, still direct fire
high caliber HE focused
low HP damage but strong module damage

and key mechanic:
HE can damage modules even without penetration

result:
more tactical gameplay, more teamplay, less “DPM wins everything”
without turning the game into something like War Thunder

#

Easy, lemon human whatever

odd remnant
#

this is an insane idea
insanely bad idea

hasty sluice
#

You just dont know what the hell you are talking about, or else explain why

granite mason
#

you dont know what you are talking about

hasty sluice
#

I am certain with my ideas

granite mason
#

then go make your own game

hasty sluice
#

We all seek impact when playing video games, gravitating towards this direction would help blitz

#

I challenge you to come up with something better

granite mason
#

no one would want to play a class to deal low damage and only take off someones modules and no one would like to play against a class who can just click without aiming and your modules gets damaged

odd remnant
granite mason
hasty sluice
#

remeber there is more to this. accuracy doesnt allow what you say will happen, and Wot is not ideal, the game cannot achieve balance

granite mason
#

reverting update 5.5

#

improving f2p experience

hasty sluice
#

The thing about high alpha low dpm tanks being less effective than high dpm lower alpha tanks is a fact. This changes that into a more dynamic and skill based potential

granite mason
hasty sluice
#

Because its an auto loader

#

thats 1500 dmg in like 6 seconds or whatever

granite mason
#

do you think heavies play the most important role in the battle

hasty sluice
#

My concept would make it so the Leo can actually disable the FV before it can finish its clip

#

To punish auto loader over exposure

granite mason
#

your concept maybe good on paper/good to you but not good to others/in practice

hasty sluice
#

sure, thats why I try to appeal. Maybe something like this could be tested. So we know for sure, You never know until you do

#

If my concept would be ideal for the game why not introduce it. It doesnt have to be moderate, It might as well be just a slight tweak, no need to add arty. It was just a concept after all

granite mason
#

your idea can be good in certain niche scenarios but in the majority of cases its not good

hasty sluice
#

Thats where you are wrong, my idea introduces more impact for player action. Thats what makes your dopamine levels rise when you play, thats why this idea is in fact a good idea despite its potential flaws

#

But thank you for stress testing it. It does need your Pov to be perfected and balanced

prisma jetty
hasty sluice
#

Thats your opinion, I think many players would actually prefer it. The problem with our conversation here is that we dont have any reference point to relate. Your idea of my idea might be different from what it actually is. Let it be guys, It has no point to continue unless you just want to argue

#

Let the devs read it, make their opinion and see if they like any part of it. They are the pros after all. Im not paid to do this, I m just trying to give ideas

prisma jetty
#

My opinion based on how the game is currently in relation to your suggestion, yes. And like I said before, your rebuttal is just “nuh uh”

hasty sluice
#

Your understanding of it might be incomplete. Its a possibilty, but sure It might aswell be possible my concept sucks. Its fine. I just think my philosophy is integrated in wotb already, just not as saturated. Fast reload - lower direct impact- higher over time impact. Slow reload- higher direct impact- lower over time impact. My entire idea would just help equalize the two by making dpm more risky and high alpha more rewarding and less useless in relation to raw dpm. It would also help shift the balance of how much team dependant a player is.

hasty sluice
#

You are right

#

Not the best choosing of words there in particular :I /5.5/crates/ tank balance/monetization / smasher/anihilator/ initial reforge plan... and much more

#

Whatever man

#

😄

#

I miss my T18 with its big bonk

#

Its been so much fun back then, the new players dont know what they missed

stark wind
hasty sluice
#

No, maybe every 10. battle. Idk, I explicitly said that often ammo-rack should be deliberately avoided.

#

It is not up to me to design the exact balance. I just laid the idea out, read before you comment

sudden rapids
quaint elk
#

I don't know if this is a bug, but the module HP of t34-3 is still T8 level

grave vault
sudden rapids
nimble zodiac
#

@hasty sluice high alpha tanks use trading to offset the damage potential that DPM tanks have against them. Hiding behind a building while you reload means you’re still cycling through your DPM while the DPM tank you’re taking cover from is losing out on its DPM cycle by holding onto a loaded shell

grave vault
hasty sluice
#

I am aware, sometimes this is impossible to do tho. Because you have nowhere to retreat if 3 auto loaders or high dpm guns rush you. I feel like reckless rushing is becoming an uncontrollable issue. Without potential countermeasures. My whole concept improves this by making such moves less viable

nimble zodiac
#

Me when the focus fire strategy works:

sudden rapids
grave vault
hasty sluice
#

More module damage does count for dpm guns, but is moderate on alpha guns…

sudden rapids
hasty sluice
#

thats the idea, but I agree with you Chicken-man

nimble zodiac
#

It’s not reckless rushing if the whole point is to shred a target who is isolated from their team. After all, that is a team strategy synergy issue if you’re caught alone without sufficient support who can punish those rushes.

Module damage shouldn’t be super involved in battle. An ammo rack popping already shifts the tide of the battle significantly. High DPM tanks generally get less module damage, and if you just take cover, they can’t capitalize on putting every shot they can into damaging your modules. It’s about counterplay.

The bigger issue is heavy tanks getting high DPM and high mobility, because they brutalize mediums and can play trades better too. If they get out-DPM’d, they still have more HP (and armor) to offset that disadvantage.

hasty sluice
#

I agree with what you say. I was talking scenarios when one team has a bunch of heavies/ tanks in general with higher dpm and the other team gets rushed by them. It’s not isolated and stupid play. What Im saying is that dpm is too superior. I want alpha damage to leave impact to equalize the balance within the game. You can rush, but you should not over expose without expecting consequences.

nimble zodiac
#

It’s up to the other team to deliver those consequences. If you have high DPM as a team, and you play as a team to best capitalize on that, then you deserve a win, especially in a random match.

hasty sluice
#

The number of dpm should not decide a game. And it ofter does. Thats the whole issue I have. A Skilled IS-7 player will struggle to win a fight with a Kran or a Concept 1B.

#

Not the best example as it is relative

nimble zodiac
#

Heh… you’ll find that autoloading guns are more reputable for deciding games, not generally high DPM

hasty sluice
#

Imagine you can disable an autoloader without taking the whole clip. Or finally not getting outgunned over time because the enemy has 900 more dpm. And your team decided to die due to no brain. Dpm would still be viable, but only under control and smart plays. Not by pushing simple numbers and getting your certain victory

#

Extreme example: Whos gonna win most of the time? A combo of two Anihilators or a combo of an Is and Kv3

#

Will two T-34-3s against two Standard B tanks?

#

It’s just simple values over skill, thats wrong in a competitive game isn’t it?

bold dagger
hasty sluice
#

TOday Its autoloaders tomorow it might be a heavy tank with medium tank dpm, like the T-22

#

Its a unresolvable cycle because tanks are introduced frequently and the meta changes

bold dagger
#

the metric that can't be easily quanitified but is the most accurate to predict if a tank is important right now is the ratio of damage it can inflict vs what it receives in return. because high alpha and autoloader vehicles can hide when doing their long reload, they are a lot less likely to take high damage while inflicting it in return.

the only way for low alpha tanks without a clip to be relevant is if they have such a huge advantage in accuracy, penetration, camo value, or armor compared to the opponent that they can prevent the enemy from doing their damage consistently (with the autoloader not being able to dump the full clip or making the high alpha tank miss/bounce), while being able to put at least some of their DPM into effect

#

personally, i think autoloaders should have a mechanic where their gun heats up and their aiming time is increased by 100% while the next shell is being loaded. it would make it a lot more risky to dump their shots as soon as they can fire them as they will need more time to aim fully than to reload

#

or a mechanic where their gun takes 25-50% more time to aim for each shot they fire until the magazine is empty

hasty sluice
#

Agree... the aim time debuff is a nice solution (The module damage would make exposure more risky, it would make tanks like leo even harder. But, in return. They would also be able to disable an autoloader turret, punishing their confident exposure... )

#

Yet a high alpha heavy would feel more dangerous to try and trade out, because it might take out your modules

#

Even the auto-loaders would become more deadly in an ambush scenario

#

It would be also nice if tanks get a debuff upon taking damage

#

like reduced crew efficiency or something, that could also solve a problem like auto-loaders, imagine 50% crew efficiency for 3 seconds upon getting hit

#

WG should definitely cook up some game-mode where they test how a more impactful game model would look like... If it just sounds good in theory, or if it will actually just be annoying

jaunty ridge
hasty sluice
#

I guess it would depend on the alpha damage

jaunty ridge
#

These changes are wild, at this point you're trying to rebuild everything from the ground up

hasty sluice
#

Its different when a 20 mm shoots you and when a 152mm shoots you, nice point

willow ferry
hasty sluice
#

nah, Im just mentioning wild ideas, sure they are supposed to be that way. I want WG to consider this nature of gameplay. Individual player consequences = The joy you feel. The entire point

willow ferry
jaunty ridge
hasty sluice
#

If all the tanks had double the health and 1/2 damage the game would be boring.

willow ferry
willow ferry
hasty sluice
#

But that is not a global solution, just relational

jaunty ridge
#

Autoloaders already have lower dpm than their similar alpha single shot counterpart. You're trading that off for the burst potential to punish mistakes. You can't do that if your effective intraclip is twice as long

scarlet yarrow
#

why are some of the camos i have on my tanks not looking the way they're supposed to?

jaunty ridge
willow ferry
willow ferry
jaunty ridge
#

They already do... I don't think there's a single tier 10 autoloader/autoreloader heavy that has over 3k dpm.

scarlet yarrow
jaunty ridge
#

Woould be helpful if you showed a screenshot

bold dagger
hasty sluice
#

Yeah

bold dagger
#

the fact that WG had to come up with a matchmaking rule to balance the autoloader crisis means...that there's a crisis

hasty sluice
#

Exactly

jaunty ridge
bold dagger
#

and their best band-aid solution right now is just to balance the amount of autoloaders on each team so that you have an even chance of being screwed by them instead of a greater or lesser chance

willow ferry
hasty sluice
#

It would be, but not a significant one

jaunty ridge
#

Like, I'd be surprised if someone can't pen the hatch of a vz55, or just load gold through the turret of an f3. They aren't clipping you out without being punished.

willow ferry
#

I rarely ever get screwed over by an autoloaders unless I leave myself exposed, its all about awareness here

jaunty ridge
#

In hindsight, the real question should be "why did wargaming make the concept an autoloader, and chose to also do the same to the tornvagn."

bold dagger
#

its not just the invincible hulldown autoloaders. sure, they're the most dominant, but any autoloader that has a short burst time is a threat in pubs. WG isn't just concerned about competitive gameplay. they also don't want little Timmy in his M48 Patton to get caught by 2 different autoloaders and sent to the garage in 5 seconds from full HP

hasty sluice
#

If you have two heavies with standard guns and you get rushed by two auto loaders they bleed like 600 health while you bleed around 1500

#

Thats the problem, totaly unpredictable sometimes and not counterable

willow ferry
hasty sluice
#

If you were able to criple them with a well placed shot, you would have time to take cover

odd remnant
#

WG forgot what an autoloader is supposed to be
its supposed to be something that trades dpm and basic shell mechanisc for clip management, long downtimes, and higher burst
a good balance for an autoloader would be something like the BZT... well its a single shot, but it might as well take 5 years to dump regardless
takes longer to aim in, you have terrible reverse speed, bad armor, bad dpm, but you get to burst for a huge number
if you miss or don't get to dump the entire clip out, you lose out on a huge chunk of your dpm and result in a long downtime, in which enemies can either push your team or rush you outright

the current autoloaders in this game have little to no downtime, higher dpm than cyclic tanks, fast reverse speed or high armor, good accuracy, and insane burst

its a balancing problem

Hell even the waffen is well balanced, bad dpm, long downtime, bad accuracy, bad mobility, horrible reverse, zero armor, etc

bold dagger
#

the reverse speed is another thing

#

devs purposely gave BZT a 9 km/h reverse speed so that it is guaranteed to take damage, often significant damage, when it tries to get back into cover after firing

odd remnant
#

despite waffen doing 1710 in 5 seconds, its not a broken tank, because if you miss one shot, or only hit 1 and need to reload, you are put on a 30s downtime, completely defenceless and useless to your team

bold dagger
#

then you have tanks like the Kran that go 18 in reverse, so you can dump the clip and get back into cover in no time at all

jaunty ridge
#

Bzt got nerfed to oblivion. Like what is it even meant to do these days

bold dagger
#

it always had a terrible reverse speed

hasty sluice
#

Thats the problem, if the game only relies on HP, problems like this arise. MODULE DAMAGE is the answer here

odd remnant
#

we just have no clip management for autoloaders anymore, and autoreloaders have very little punishment for dumping
autoreloaders should lose 33% of their total dpm every time they shoot a shell past their first, not GAIN DPM

jaunty ridge
#

Looking at blitzkit, the entire hull and turret is more or less insta-pen on flat ground.

odd remnant
willow ferry
jaunty ridge
cinder shard
odd remnant
cinder shard
jaunty ridge
bold dagger
odd remnant
#

like, compare it to the older wotpc autoloaders
you had a HUGE burst, but poor accuracy after shot (so you can't dump at range), poor dpm (usually 30-50% less than the other tanks at the tier), long reload (usually 25s+), and generally poor armor for the tank type (heavies like 50b/T57), or poor camo/viewrange/mobility
clip management is a serious skill to have in wotpc

in the past 200 games in blitz, i've maybe thought about clip management once

hasty sluice
#

Agree, autoloader or auto reloader cannot be a versatile tank

willow ferry
orchid grove
# bold dagger personally, i think autoloaders should have a mechanic where their gun heats up ...

The main problem is that current autoloaders are all quick to unload with short reloads. They act like TDs without the downside of poor accuracy and no turret.

WG just needs to get rid of all the of the 2 shell autoloader nonsense and remove clip boost.

2 shell autoloaders, and autoloaders with quick unload time just penalize aggressive play and encourage a gameplay centered around punishing people for being in the open for literally 2 seconds

bold dagger
#

somehow Positive finds the autoloader discussion going on lmao. but what he's about to say is right: autoloaders at the game's first introduction used to trade clip potential for a lack of defense. they didn't have armor or they had no mobility. starting with the Kran, we started to see autoloaders without any downside

cinder shard
#

Basically, they went from tanks that rewarded good gameplay choices to tanks that forgive too many mistakes and just roll over every other tank when someone knows what to do with such a tank.

willow ferry
#

I think the fix for autoloaders would be to just have em all have extensive reloads (Amx 50 line ups for example,) or bat chat 3 shot gun

odd remnant
#

we could take a look at wotpc's lorraine
theoretically, this brutalizes just about any tank at the tier in just 7.5s
but its balanced by a 35s clip reload, zero armor, huge size, subpar HP, horiffic camo, terrible aimtime and dispersion
if you miss a shot, your burst drops from 1200 to 900, which means you go from killing tier 7s to maybe being able to kill a tier 6

hasty sluice
#

If aututo loader and reloader impact is too great, why not make all tanks have great impact. At this point the issues cannot be undone

willow ferry
hasty sluice
#

Thats what Im talking about all the time here. Give tanks more frequent module damage. So that all the tanks can criple other tanks all the time. Give all tanks significant consequences

vague fiber
odd remnant
#

pretty much none of the blitz autoloaders suffer from this, even our lorraine has extremely high HP for a med (who gave this 1500?), ok dpm for the tier, much higher accuracy, and that's despite it never having to see tier 10s

and then they release the fearless version with a shorter dump time and higher viewrange

hasty sluice
#

If you cannot solve an issue make it a feature, learn from Apple XD

odd remnant
cinder shard
#

And there will just be more and more issues if we continue this way. One video about the last T10 rebalance mentioned that "the intention is to reduce the impact of autoloaders". Since then, we got the Murat, the VZ became an autoloader, the C1B too and so on

hasty sluice
#

What is that supposed to be an insult ?

#

I have nothing against you pal, be respectful

odd remnant
#

BZT-70
Looks inside
910 alpha
5s to aim in
Zero armor
No DPM
Awful accuracy
Can't move

VZ.55 / M6Y don't suffer from any of those yet have faster dump times

grave vault
willow ferry
odd remnant
#

you have higher chance of dumpstering someone for 900 in 1.1s with a yoh than managing to hit a shot for 900 with the BZT after 5 seconds of careful aim

hasty sluice
#

Are you reading with your eyes, no stuns. Im talking about module damage. If you shoot a tank into the turret, it should be stuck more frequently and so on

cinder shard
hasty sluice
#

No frequent ammo racks tho

grave vault
jaunty ridge
cinder shard
hasty sluice
# willow ferry that would be cool

Yeah that is what Im going for, more skill expression, more individual impact, deeper mechanics, not just Hp pools but the feel of actual tanks that function in relation to something

grave vault
bold dagger
#

hey thats my GIF

odd remnant
#

90% sure if they made the BZT-70 some non chinese tank i'd probably skip it and just keep enjoying the type 5 LobotomyGaming

willow ferry
jaunty ridge
odd remnant
#

also just want to say it was wild that LobotomyGaming wasn't a taken username

hasty sluice
grave vault
#

Man why aren't we getting 640 alpha BZ-75 with rocket boosters rather than getting BZT instead.

Plus, everyone can enjoy BZ-75 too.

woeful bluff
#

How Long is Action from bzt tomorrow ?

odd remnant
#

we'll probably get rockets after reforged releases
its not impossible to implement in current but there's not much reason to, the entire line is quite good save for the tier 7

willow ferry
hasty sluice
grave vault
odd remnant
#

like, i could probably implement BZ line's rockets in blitz over a weekend if I did have access to a localserver
the mechanics behind it arn't exactly difficult

remote oriole
#

Autoloaders as they exist on PC never made sense in Blitz, the action is too compact and even shorter. Even early autoloaders were never like the autoloaders on PC

jaunty ridge
#

I never thought there would be a day I might unironically consider the bz75 to not be the worst chinese tier 10 hesh heavy

hasty sluice
grave vault
willow ferry
odd remnant
grave vault
hasty sluice
willow ferry
hasty sluice
remote oriole
#

I don‘t think that there is autoloader supremacy in Blitz

jaunty ridge
grave vault
willow ferry
jaunty ridge
#

bzt is more or less a bz75 pro max that trades everything away for even higher funny numbers.

hasty sluice
# willow ferry and what would that be?

I talked about it before on this discord. Just a few hours ago. Maybe you could find it. But I will type a summary here also: quick summary of the idea:

slightly increase module damage in World of Tanks Blitz so hits have more consequence, not just HP loss

this helps balance:

gives alpha guns more impact (can cripple modules, not just chunk HP)
reduces pure high DPM dominance (they get disrupted over time)
adds counterplay vs autoloaders (track, damage modules mid-clip, punish exposure)

on top of that, introduce a “support TD/artillery” concept:

no overhead view, still direct fire
high caliber HE focused
low HP damage but strong module damage

and key mechanic:
HE can damage modules even without penetration

result:
more tactical gameplay, more teamplay, less “DPM wins everything”
without turning the game into something like War Thunder

grave vault
jaunty ridge
grave vault
grave vault
hasty sluice
odd remnant
willow ferry
grave vault
willow ferry
hasty sluice
orchid grove
jaunty ridge
willow ferry
remote oriole
orchid grove
hasty sluice
#

I would be very pleased if that happened, if they even considered my ideas here

orchid grove
#

But I will die on the hill that small clip, fast unload time autoloaders are the most toxic way to implement them.

When you look at the history of Blitz, the big clip, long reload ones have all been fine. 4005, 50 B, 50 120, 50 100, none of them have really been that broken compared to every single 2 shot autoloader being totally cracked

#

If you want to fix autoloaders, they need longer unload times and bigger clips

willow ferry
orchid grove
#

And autoreloaders are trash. They need to be much more heavily punished for digging into the magazine.

orchid grove
willow ferry
#

those 2 need to be turned into un collectable collectables

remote oriole
orchid grove
hasty sluice
#

BIG direct damage - big module impact- small over time Hp impact/ small direct damage- slightly lower module impact-bigger HP impact over time.-more risk exposure/ Big clip for much HP damage in a short time frame- exposure and risk- inefficient clip reload- Low damage over time./ This is the math that should exist to balance out these tank types

vague fiber
willow ferry
willow ferry
remote oriole
jaunty ridge
vague fiber
#

Jag with tungsten was not healthy

remote oriole
#

Actually I believe that the M-IV-Yoh style autoloader is probably the least toxic (and most realistic) implementation of an autoloader. It suits tanks with other strength than just the autoloader quite well

orchid grove
#

They wrecked the Jg for honestly no reason whatsoever. Took away the HEAT pen, DPM, and threw in some accuracy nerfs to for no reason

jaunty ridge
#

It was, why should I not be able to heat pen everything with 782 alpha using tungsten

willow ferry
orchid grove
vague fiber
#

Jag shouldve never gotten tungsten in the first place

jaunty ridge
orchid grove
#

WG’s problem is they slightly overbuff things, and then immediately nuke them into oblivion, leaving it worse off than it was before the buff

remote oriole
willow ferry
jaunty ridge
#

That's what happens when you don't pay attention to the minimap 😮‍💨

willow ferry
solemn olive
#

I am not sure if using tungsten is worth it on tiger P?

vague fiber
solemn olive
willow ferry
barren goblet
#

4005 with tungsten would do 1500 dmg in 4 seconds. Balanced.

near schooner
#

your right, make it deal 2000

barren goblet
#

Tungsten buffs HE for whatever dumb reason...so against right target its 900 dmg high rolls x2.

near schooner
#

buffing HE isn't really a bad thing
only british heavies have high pen HE

vapid horizon
#

A hot take for some buffs to some of the weaker tier 8 mediums

T95e2
Penetration buffed 180/265/45 -> 218/265/110
Turret cheeks buffed 95mm -> 127mm

T69
Health 1400 -> 1500
Penetration 180/250/45 -> 190/250/45
Dispersion .326 -> .308

T26e4
Hull spaced armour 15mm -> 35mm
Turret spaced armour sides 40mm -> 80mm
Dispersion .344 -> .326
Dispersion when turning turret .12 -> .06

T-44
Armour behind turret 0mm -> 50mm
Upper plate 90mm -> 100mm
Top speed 51kph --> 55kph

T-54 mod. 1
Upper plate thickness 120mm -> 140mm
Armour behind gun mantlet 0mm -> 50mm
Damage 280/240/350 -> 310/260/350

T-34-2
Dispersion .389 -> .362

STG
Dispersion .362 -> .326
Damage 400/340/500 -> 420/360/500

Centurion 1
Dispersion on hull movement and traverse buffed from .13/.13 -> .1/.1

Lorraine 40t
Damage 225/190/270 -> 240/200/280
Penetration 212/259/45 -> 232/263/50
Add reticle calibration consumable

Fcm 50t
Upper plate thickness 138mm -> 170mm
Turret front thickness 180mm -> 205mm

AMX CDC
Top speeds 60/20kph -> 70/30kph
View range 285 -> 295

STA-1
Top speed 50/20kph -> 53/23kph
Dispersion on hull movement/traverse/Turret traverse .12/.12/.08 -> .1/.1/.06

Lansen C
Turret cheek armour 70mm -> 110mm
Hull front 80mm -> 110mm
Reload 9.9s -> 9.46s

Following are two relatively small nerfs to two of the strongest tier 8 mediums to make them slightly less broken than they currently are.

Chimera
Dispersion .326 -> .344

Bourrasque
Intraclip reload 2.0s -> 2.5s

odd remnant
#

CDC's problem isnt speed, its accuracy
T-44 isnt weak, its a decent med
mod1 needs more mobility or armor, not more damage, its supposed to be an uparmored T44
Superpershing is fine, they already buffed it
FCM is fine as well, ditto above
most of these meds dont need changes, and bourasque needs more significant changes, mainly HP, accuracy, camo, and armor nerfs

uneven turtle
#

Lower alpha on bourrasque 🥱

vapid horizon
# odd remnant CDC's problem isnt speed, its accuracy T-44 isnt weak, its a decent med mod1 nee...

In regards to CDC you are right, but being faster could be more fun.

I agree T-44 is decent, but this would make it abit better. As for T-54 mod. 1, I did suggest buffing the armour, significantly so. I suggested buffing the alpha because its dpm, gun handling, and pen are all pretty bad, so higher alpha would atleast partially compensate for that while also allowing it to out-trade other 100mm mediums.

I disagree that T26e4 and to a lesser extent fcm 50t are fine, both are relatively weak.

#

Bourrasque needs bigger nerfs of course, but I was just suggest small nerfs to chimera/bourrasque since they are both moreorless intentionally overpowered tanks.

pale cypress
#

Skoda t 27 needs a big buff

#

This tank dont have aim dps,reload,ammo,pen and the worse part is only a Ohio progetto,like, u gonna choose a tank with literal nothing or a tank with dps pen and armor and vel

primal mauve
vapid horizon
primal mauve
#

STG has premium pen issue,it has worse pen than a t7 pen

#

225 premium pen 🥀

vapid horizon
#

This is true, but that originally was the trade off it made versus the T-34-3/T-34-2, not that it is relevant any longer.

primal mauve
#

T-34-2 has HEAT as premium so it gains pretty much a lot better with calibrated

vapid horizon
#

It also has 250mm base HEAT pen

primal mauve
#

T-44-122 also has better pen due to 231 base HEAT pen

primal mauve
waxen geode
#

Why is the ERAC Proto not popular? It's a great lil tank. I'm asking because I got a Master in the ERAC. I do lose games but it's a tank i do not struggle with at all. I play it the same as I play the bourrasque. Whenever I get a mastery in makes me doubt of the popularity of the tank.

vague fiber
waxen geode
vague fiber
hushed token
waxen geode
hasty sluice
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STG needs a buff. Most definitely.

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It has poor dpm. Alpha damage of 400 is not so big nowadays, we have autoloaders… Mobility and armor are just mid. A very difficult tank to play.