#tank-balance-discussion
1 messages · Page 82 of 1
It would be nice... but I think the T. Maus would be too strong if the traverse were any better.
It already invalidates a large % of the T8 population.
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
T maus doesnt need a traverse buff
Fr
i think ive said this before, but #tank-balance-discussion has the worst takes and #maps-discussion has the best
I have to run cali instead and then the dpm is a problem
Whatever u say Doctor General_Monkay
Lol my guy thinks the highest pen med/light needs more pen and the 570 alpha needs more accuracy and DPM, what a doofus
Didn't say both accuracy and dpm needs a buff, I just pointed out that those things are horrible on the Sheridan.
the kran sucks cuz it has a bad hull ahhh
Nah
Do you suggest me to camp?
bro sheri is one of the most brain dead tanks in the tier idk what ur smoking

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
That's quite an Overstatement
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.
First shot I don't mind but the second shot landing directly where the first shot landed, I mind
So you say it's the unrealistic rng
Buff GSOR Fearless
So just pretend youre driving the 183 💡
🤣 HAHAHAHA what a team i have from morning
true true
Yep.
Bros, am I only who notice dynamics upping on game? Tanks are likely faster a bit
He wants a Light tank that shoots 570 to be insanely accurate
As if it's not toxic enough😃
<@&481447501690568709> compromised acc
dont play wotb on morning🙏🙏
Chieftain IS-1B
Yeah mornings are always bad to play since your senses still needs to wake up 😄
I am not only one 🙄
Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks
I hope vk72 hull armor gets buff and hp to 2650 and wz 113 hp buff to 2550 or 2500
Nice pfp, wheres that from?
That's an in-game avatar for Blitz volunteers
Supertesters/Mods and so on iirc
I am aware. I wonder why he uses it
He can like the symbol? What is wromg with that?
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.
Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks
I think the AMX Mle 54 deserves tungsten back
maybe
from sky
Ok
Agree, it was an amazing Tier VIII, now it's just a regular IX, a rat against X.
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.
Skoda should’ve been at tier 8 it was unique but now t50 is kinda just better
Nerf TYPE 5 Heavy pls it is just tier 11 in tier 10
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
I also wonder how many tanks actually had autoloaders in real life.
Jg pz e100 deserves it more
No it doesn't
It literally lost its fear factor blud
Hell no
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
you don’t want a heavily armoured 183 dealing 920 average with tungsten
^
Good, now you can use skill instead of fear
Ok, if the Jg won't get any tungsten then I want them to buff the HP up.
Maybe not hp but buff the superstructure. hull armor is fine
All heavy assault TDs should get like 2200 base HPs
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.
Maybe you're meant to or something
But 2000 hp isn't enough
@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
Ragebait
You hit people for 800, if you're losing those trades, you shouldn't take them
Plz , give Yoh some job 😭
Bro must've talked to a clanker
did wg even consider how to set up a fair game?
This channel isn't about matchmaking
Youre right...the Yoh needs a massive buff. Its one of the worst tier 10s
Yoh is fine. Nerf the others instead
Nah , other tanks are fine . Just nerf Grille's alpha and Leopard's gun depression instead
^
They still should buff the hp
But alpha damage with strong armor pays off this lacks in nowadays random
I would like to see WG removing explosion of ammo racks completely. That's a stupid mechanic.
That's a fun mechanic, brochacho.
the maus should get accelerator/high octane fuel in mad games with healing ability
????????????
Dont mind him, he just hasnt taken his meds
Ammoracks are part of the game balance and unpredictability.
Removing those would remove part of the variance that makes this game fun
It's also a form of skill expression as well as being a realistic element
Yes. It's very skillful to get lucky and kill someone in one shot. That's the opposite of skill.
Skill expression in the way of aiming for said ammoracks or purposefully hiding them
It's not fun when your full health vehicle is dead from one shot.
And still 99% luck.
Run protective kit and hardened modules
It really isn't
💀 there is 0 skill expression in ammoracks, however still shouldn't be removed
I do and you know what I get? A 2300 hp ammorack from a 40%er.
It is. Look up what chances of ammo racks being exploded.
You'd better take yours first.
Can't even start a conversation without insulting people? You think you're smart? Well, it seems quite the opposite.
Do you want blitz to be a solved game?
I don't want being killed from making one single mistake just because I was unlucky. Do you hear yourself? How removing ammo rack explosion will make the game any less random?
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.
I agree. Blitz can't survive without noobs so they punish skilled players.
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.
Yes. That's the problem for good players. They can't make favourable the sitation where someone oneshots them.
But they can though. Or are you telling me that you're getting your ammorack blown up every battle?
No, I am not. It's just pure luck that happens on the game servers so can't be influenced by players.
It can:
- aim for the ammorack
- use provisions and equipment to reduce the chance of it getting hit
- avoid engagements against higher caliber guns because they do more module damage
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.
They should increase the chances of modules being crit-ed overall imo
You realise that skill in this game equates to risk mitigation, right?
It's not about being completely invincible.
If the game was truly luck based, the winrate of people would be at around 50% across the board since there's no room for skill expression.
Hello
What did he say
They should add humans.
Its the dragonball kid
When the wtaufpze100 is added again will it be crates to get it or will there be an option to buy it with gold?
This guy
Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks
Any1?
What did he say vro
Nerf MS-1 , it's so OP for WoT
Why nerfing the ms1?
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

you'd enjoy war thunder
Is the Ju Nu ran normally with stock gun? The 88 is garbo
Buff badger traverse speed and probs make reload from 7.8 to 7.5
What kind of take is this 😭
Buff the e100's lower plate
NO!
YES, its a superheavy. no matter how much I angle its still way to easy to pen, especially through the tracks
nerf 183 accuracy...
nah 183 is cool, ive seen too many people miss with it
yeah
Agreed
the 183 is such a low threat tank, in the right hands sure its powerful but the average users are literally 40%ers
Theres nothing low threat about it
The only thing it has going for it is the gun, and most people dont even know how to operate it
Bring back the older 50 kmh is7 nerf its armor if u need to and make it fun again 😭
If it hits, your game is effectively ruined. 950-1000 hp gone in an instant
Unless you're a low armored med, even then I wouldn't say its gameover, simply a game changer
Game changers can go either way. Getting nuked for 1k hp across the map can turn a win into a loss
900 AP is not low threat
even a maus is in shambles after getting slammed for 900
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
Tier 11
no it is not. it is super toxic. and I like it
Low threat when you spotted the tank actually, if its unspotted and you're in open field then half of the time it'll be safe or -1100 
I don’t know why, but they nerfed the reload of the carro 45t, from 3.8 to 5sec on shell one
Uhm, are you sure after being taken away 2/3 of your hp?
it seems like everyone just wants the 183 to disappear
no
Make the jgpz e100 a collector
Is this ragebait
i wish
I want to get APCR back on gun Chieftain. !!hesh is so bad man...
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?
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.
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.
I dont think you know why people hate 183 in the first place
I suppose... dues to my first line in my upper statement?
Lol
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
Well... history says that some TD s, sometimes were hidden in less than 50m ... camo in reality is something else.
And if you try to say that WG after more than 15 years in this, somehow they favor that tank?
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 !
🙂
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
Hesh gun is strong but I couldn’t agree more that I miss the apcr gun too
I both like APCR and HESH gun,they should split out for people to choose.
Same with Vicker Light .
Kinda stupid how the fv4201 proto which costs thousands has the apcr gun lol
They should add a second gun option for both vickers and Chieftain
WHY ARE YOU TELLING THE TRUTH
Are you sure it‘s reasonable or meaningful to solely compare dpm and completely ignore alpha?
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
are you okay sir?
honestly the 183 should be removed like on lesta
Well... since I drive a car... and as hobby a plane sometimes, I think I am quite ok.
Thanks for asking lol
then you should know why the 183 is feared.
Yes!
By "good" light/meds players *perspectives.
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.
Finally they did that.
Otherwise i could have shoot long distance only the ducks that sits on 🥚 ... lol.
Silver ammo always, so i am sure I deal at last 40% of that dmg.
This guy sounds like the average 40% 183 player
Actually 54% with the 183
Heavy line is 52% .
And light/meds is 46% spot an suicide
wdym "finally they did that" ts not good for the game
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.
Couse you cannot imagine the amount of bouncing sheels AP at long distance.
deserved
That why I mentioned silver ammo, so at last I deal some damage...
Yes 🙁
It is ridiculous that you can die from driving on top of an enemy.
In this situation a Centurion 7/1 tier 9 drove over a Skoda T27 and they both died.
It’s just ram damage
Yeah that is a major problem IMO. Guess that makes sense as to why. Tanks running over things is a huge part of the coolness of tanks.
I like it
i think the tank on top should receive no or little dmg it should dmg the tank on the bottom tho
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
Yes bro, let’s give the tank with 4k effective HP movbility
He said ''WG should add Humans instead of Tanks''
This morning mm is not working good, we have all TD and LT tanks, thay have stronger MT and HT
Does the WZ 122TM need to be this slow? These heavies have 400 more HP and are faster.
😂
just simply think that Chinese tanks are most likely underpowered compared to other nations.
you have a 45 ton tank like WZ-114 moving like a superheavy due to having 500hp engine ^^
Hi everyone
Hello
.
Buff gsor fearless
what first on e50 tier 9 tracks or engine
you do realize its a medium right
lol that is my point. It shouldn't be slower than heavies.
if it went as fast as other mediums, why would you play any other medium, it has to have a downside yo, if not a few
It has plenty, like DPM. But idk
Engine
It has 400 alpha and good armor for a med? At tier 8???
Chimera is just flat better than the WZ.
Oh, and don’t forget the 53TP and others with better mobility than the WZ.
It’s the other way around
?
What
That tank is not better than chimera brother
It’s called opinions brother
Opinions can still be wrong 😭
Personally I like the 122tm cuz the armour isn’t useless
Are you ragebaiting or do you genuinely believe that?
Both have armor that is ineffective against heavies/TDs, and effective against low pen meds and lights.
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.
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.
The 53tp is just something else
122tm has way better heat pen , camo, i genuinely believe thats its better
THough personally I think that the t-34-2 is really underrated and better than both of them
controversial opinion but chimera is overrated
I agree there, 34-2 is amazing.
Sure… but how often are you loading pramo or hiding in a bush as a T8 heavium? Basically never.
I really only load pramo in the Chimera for those low HP kill shots. I’m not fighting heavies (especially higher tier heavies, where you might actually need that HEAT) head on.
The Chimera, being a Brit med, has competitive standard pen.
t34-2 is better cuz tungsten
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.
t-34-2 is better
Chimera is better
T-34-2>wz122tm>chimera
Quit inhaling tungsten my friend
Tungsten 🤑 🤤
What yall think abt new batchat t10 guns
Why did they remove the tungsten from the AMX 54 MLE?
The tank simply has terrible aim
4 seconds of aiming, to shoot 450?
Run refined
If the alpha were 480 or 490, I would accept such poor aim
10 seconds reload, Sometimes doing 360 man
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
But it shouldn't be that bad
Also personally prefer 122TM over Chimera,Chimera is just a box,everywhere is blocky
But me like minecraft
Lorraine 40t needs a buff, its pretty tragically awful. It's pretty much impossible to get a full clip unless your shooting someone afk.
An autoloader that is awful ? Good , autoloader tanks deserve no love
Lorraine 40t is one of the older premiums, it deserves a small buff to compensate for powercreep.
just change the gun caliber to 100mm increasing its alpha to 280 and only has 3 shells,clip reload is 21s,intraclip stays like 2s.This would make it to have 2100DPM
The clip reload is already 21s and the intraclip is 2.5s.
But I like the idea of moving it to a 100mm gun.
ah oke by then it’s okay
I personally would just make it 250×4 with the same long intraclip, since it is so fragile it can be justified.
1120 clip potential is crazy at t8 mediums if we talk about 280 alpha x4
240x4 is like 960 damage potential
Yeah thats abit overkill, maybe like 250 or 260 alpha would be better
260×4 would still kinda feel like an 100mm, and not have an excessively insane clip
current 40t has 900 clip potential,it just needs to spend a lot of time stationary to dish out all shots
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
pretty much falls behind only by Defender Mk1 and T69 in dpm
280x3 gun can be an alternative gun/firepower for Lorraine 40t.
Plz add me in your clan
Agreed horrendous
It literally has a 100mm model for the gun iirc
Despite the gun being the DCA 45
like on WoT PC the gun it has is the 100mm, not the 90mm
No, it uses the gun model of the 90mm gun, but you are correct in thinking that both the actual Lorraine 40t and the one in WOT pc have a 100mm gun.
Hard to tell when there's no consistent 90mm model (AMX CDC, AMX 50 100 as some examples). Also comparing to the 100mm gun models there's no discernable way to tell too
You can tell by looking at the end of the gun barrel normally, the 90mm gun has a fume extractor.
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.
and the 100mm models do as well..?
They shouldn't with the exclusion of the amx m4 49
wdym they shouldn't 😭
Nah we move Lorraine 40t to tier 9 give it 1200 damage clip potential 🤑
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
Thats curious
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.🇯🇵
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
they should buff lower plate of E100
Mmm no. İ think need a turret armor.
If they buff turret they are gonna call it unbalanced, so lower plate is eaiser to fight for
Actually the thing that I want most buffed is the prammo pen of the smaller gun
Its small gun doesn’t need another buff
They should just add a 5th or 6th shell. 4x225 just isn’t special anymore when all the heavies have bigger clips and you miss the 4th shell most of the time anyway
Nah, 90mm DCA 45 is pretty recognizable. One of the most distinctive guns in the game with the flat, square muzzle brake on the end
they brought SBMM back??
Oh nah, I just forgot to change my nickname for this server lol
I rather like your idea in concept, but in implementation I'm not sure if it would work. I do however know you have quite good takes, so I would be interested to hear you elaborate further as to your reasoning and idea.
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.
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
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...
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
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"
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.
I didnt knew that it had gear oil💀
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
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.
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
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.
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
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.
and a shorter dumping time too not to mention (7.5 seconds vs 6 seconds across most of those heavies)
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
buff t57 ammo capacity
Completely agreed on this one.
I've heard that lesta gonna give their STB an 3 shot clip lol
Lets balance the churchill 1 and give it 20 damage with 0.5 sec reload time with 120 pen
The polish TDs are just honestly broken
Which one ? Because NC 70 is a joke
The only broken one is the grom
tbh just the Grom (collector t8 td having the same mechanic as the other polish TDs) and Gonkiewicza
Smasher 
they definitely should have less mobility with that level of armor
polish tier 6 is really broken. the armour is too good for a tier 6 tank
tier 8 is a little too
Except the tier ten and seven.
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.
Hello, Is there any way I could speak with a developer directly? I have an idea to propose.
Anybody?
Buff 60tp HE alpha
STB -1 NEED BUFF
No
🙁
T6 and T8 collector are definitely overpowered.
Rest are mid-good at best. Especially T10 is rather underwhelming
Tier 9 is for sure, I agree 10 is midish
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.
Would make it too op
No.
Isn't it already good enough
Exactly
why people like stb its just crazyy M60 BETTER 4202 BETTER
Maybe you are playing a different STB-1, because saying that both the FV4202 and the M60 are better is just madness
I agree, buff it by 2 HE damage.
go play bz if you want big HE heavy
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
They have an average damage of 4000 and a 73+% win rate on level 10 tanks.
4202 is too good on NOT HESH gun

Lol you use the HEAT gun? You really need a doctor man... and the STB has bad pen? You are probably playing a different game at this point
Look at the dpm on the first gun of the 4202, compare it with a gun with hash. After that, consult an eye doctor for help.
The STB is a close quarters tank, if you are feeling like the shell is too slow, maybe you are not really playing correctly
If you want to use the HEAT gun what is the point in using the FV4202
HESH gun show normal dpm first not HE 😂
Stb is terrible, my friend, tell me at least one advantage in comparison with 4202
more dpm = better tank 🤡
more gun dep and better turret? are you blind?
-10 gun down and more dpm + well penetration on HEAT gun my friend
And good mobility
More pen, more armor, more gun depression
Bro 4202 better stb just get it
and 300 alpha on gold your amazing HEAT gun 😂
MORE ARMOR 🤣
Just show me your statistics
stb is know for great turret armor clown
Ohhh sorryy STB have more alpha 😨 😨
Stb is played exclusively on uneven terrain and from a position
STB has no chance against tanks with high armor.
only if you sucks at aiming, skill issue
and stb have amazing gold ammo that reduce damage by only 10
stb has less pen than a t100 lmao
you are blind
No?
It just statistics
🥱
🤣 stop using some ancient websites
And then the STB wins a lot on DPM
idk why you are all glazing 313 ap with cali
I'm surprised how someone is foaming at the mouth to prove that stb is better than 4202
Really the STB loses on premium AP, but what you are not considering is the alpha difference
The point stands that the stb premium pen is absurdly low for a med. How is that not an easy point to understand.
Bruh I don't really care, it is just that maybe you guys are not playing correctly
In that I agree with you, but you are not supposed to be fighting heavly armored tanks facing their front plates
There are two types of people, people who play on stb and normal people who play on normal tanks like 121b, CS 63 and 4202
but you won't mention how much other meds lose prem damage compared to stb?
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
They don't... unless you're the kind to run rammer on every other med, and cali on the stb?
Uhm, the CS-63 is my favorite medium tank lol, and I would say it is the best in the game atm
stb is just that easy to play med you recommend to newer players. That is all there is to it
you mean e50m
TRUE
But we all must agree, we all hate to face a good STB-1 player, also a FV4202 is really annoying as well, but not nearly as much as the STB

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.
@quaint otter what I say by armor is that the FV4202's turret is way easier to pen than the STB's
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.
Exactly, I don't think the STB is in its best position, but it is still a really good tank like it or not.
it is, you are not shooting it from very close range
and if you are , then you are probably fighting 48% wr
Yes, as I said, the STB tank is for hilly terrain and no more, a tank that stands in one place
Also because the strongest medium turret is probably the T-22 Medium tank, although it is not in its best position either
ye, it's a good recommendation to newbies because the playstyle is so easy. Just load full gold and use gun depression.
In this day and age... just play a concept 1b lol
I will not betray Chieftain.
Idk, I don't find it hard to hit even at longer ranges. Maybe I'm just more mechanically skilled or something. Who knows
Chieftain is fun too, if only I had it in my garage... 215b is more than enough for my needs tho
hehe
I could never 🥀
I'm thrilled with the combination of armor in the turret and -10
All meds and lights do?
S conq better
I sometimes hate that I have the 1b, least fun tank I have
Type 5 heavy should get sandbags to be honest
I like this idea, making Lorraine worth playing but not quite directly buffing it. With of course far greater ability to be influential.
These ideas are cursed
STB used to be a high skill ceiling tank, then they decided to make it a piece of crap greener one trick pony turd
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
Get back on your pills man
e100 lower plate buff when?
Never. Hopefully at least.
What is it you guys and your hatred against and e100 lowet plate buff 😭😭
no
Funny how we cant have normal conversations nowadays
The toxicity of this world 😔
Society tells them not to grow up
#1 its a joke #2 your take was horrendous
Maybe some people doesent take jokes how they should
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
The first excuse is the reason why we have people saying slurs, tbh "jokes" are just a way for people to exhibit their pain to others
Way to blow it out of proportion but i do agree with the latter part of your statement. It is my way to exhibit the pain I feel looking at these horrible opinions
Also you're one of my favorite persons in this server btw
The Grille needs a rework. Back to its original version, 640 alpha and 13 seconds of reload
@last adder
😭 Thanks I appreciate you
13 sec reload? just use 268
Ew, no
Are you mad?? I mean id love for that to happen but do you realize the monster youre creating?
🫶
The Grille 15 is my favorite tank, so the answer is yes and on purpose
Wz 113g Ft
Well i guess i cant argue with that
580 alpha and 11 sec seem more balanced for me
It already has 580
I thought it used to be 560, man I havent played in a while
idk why yall need 2 sec reload for 60 dmg
Listen, the Grille shouldn't have a quick reload, it needs more alpha so it limits its own exposure time
Make 268, 700 dmg and 15 sec reload
Did you know it used to hit for 690
thats true, but it would make an already potent tank, more potent
ZAMNNNN
Same for the Version 4
Went from 640 -> 690 -> 670
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
Why they gave the jager adaptive concealment is beyond me
Lol I actually gave that suggestion during testing

wg explain yourself how does a box have more camo than a pill
it seems wg wants us all to be inaccurate (what happened to enjoying accurate tanks) with all this in mind, you're lying the tank does need 1 reason to play it over the 268
The grille literally is half the volume of the barn
@willow ferry
is thos their camo profile? or...
Exactly
The 268 is op wth?
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
Another one converted to the team lol
You've converted others before? well worry no more I shall help you in that quest
Idk... I think grille got some love in the recent patches.
(Camo net)
All it got was a bit more gun traverse, it needs the max gun depression and elevation on all angles of turret traverse
Maybe I'm crazy, but I think the grille is mobile enough to not need incredible flexibility.
Bro it has gear oil
But I'm also a Chinese light and Obj. 140 enjoyer, so bear that in mind
Well the thing is, it is in need of something special
I know you're a Grille enjoyer, so you want it to be extra good, but I think it already does.
It's the most mobile T10 TD by far.
Then, continuing from your perspective, don't take things too personally. I am sorry if I pissed you off
Not really man, I just want the tank to be special, not broken or anything
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.
Vz. 51 (tier 9) could get a buff like the Vz. 55, like the engine oil and two shot gun
E100 lower plate buff
Go to sleep
Yes 4202 do , his penetration 350
Obj. 260 Should replace IS7 in the line (make IS7 a collector)
Give obj 260 more turret armor and 330mm base heat
Agreed a billion folds
I dont think thats good for the game bucko
Why? It will be basically like the heavium IS 4 with better top speed and dpm but much bigger lower plate. I don't think it will break the game
Itll be more harder to kill. Its already very strong
Rn 260 is just mid. Tanks like E6 completely overshadows it. It will still have that weak hull and big lower plate with just 6⁰ gun depression
Very strong since when 😭
Obese IS-7 with weaker hull armor thats more focussed on reload
Its a farming machine 
Not to mention the fact the AP is only 400
I dont know why the e6 is still that strong the cupola nerf did not do much still must use gold to reliably penetrate it
If tier 10 was balanced like the obj 260 the game would be more improved i think
E6 has other things going for. It has best mobility for a heavy, 10⁰ gun depression, good heat pen, great dpm
Then nerf every tank to balance one tank
No nerf the overpowered tanks why nerf the weaker ones too?
I agree with u wholeheartedly
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
Alright bro.
E-100 needs its old 15 km/h reverse speed back and that should be it
Then remove the gun
Buff the lower plate and side armor and we cool
ts e100 gonna be meta
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.
FR
Your “idea” of balance is a bit off, while the hull is all that was found, they’re using REAL LIFE armor thickness on the hull, the turret is up to interpretation
Just buff the prammo pen for the small gun and its perfect
Wow literally all of the tanks that got uptiered to Tier 9 are now bad. That's big brain balancing.
the pen is garbage on the vickers mbt
prammo is alright.
the standard is bad.
it's worse than the t55a's standard pen
all of them, with exeption of MBT and VK, were already bad
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.
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
FVE has its own issues tho tbf.
its a fun tank, it lacks the ability to be a consistent preformer
FVE is not a good tank
did i say it was? its meant to be a fun meme tank. not a stat grinder
Did I say you did? No. Read properly before trying to roast people please
i didnt roast you either.
Don't give me that attitude then.
what attitude
you a pyschic? reading my emotions across a screen?
quite literally, this is the only non-neutral message in this convo
Ok. My apologies for thinking "Did I say it was?" without anyone saying you did was defensive.
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.
it WAS the mauschen but moved down a tier. now it's just the mauschen but it makes more credits
Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks
Good.
If vk168 is t9, I won't buy it because t9 Mäuschen is better than it.
320 alpha is just not viable in tier 9 for a medium,it should have been raised to 370
Should fv4005 have less dpm than 183?
320 is definitely viable though?
I mean 320 alpha with lower dpm compared to other t9 meds, T-54 310 alpha does better while having better pen
no one runs the 310 if the 330 is better in every thing
I'm fine with both gun tbh
case in point here you're arguing about dpm instead of alpha
320 with pretty low dpm I would say its still usable I think
320 is perfectly viable with enough dpm or other compensatory attributes
imo Vickers needs:
better on-movement dispersion (0.130 is stupid)
AP standard
-9 or -10 degrees of depression
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
Tier 8.5s fighting tier 10s
it doesn’t even feel right to be honest,since it’s nowhere as good as real tier 9s to actually work,and just overwhelm tier 8s to win
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.
And even then , Vk 100 already took its job
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
I like the idea of the tier 9 somua sm, but it needs to be tweaked more.
T-34-3 seems to worth it
330 has about as much pen as a panther i so i run the 310. Sometimes hits for 260 but mostly hits around 300 to 320
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
Run and gun with 310 works at 100m but most times i shoot at 50-80m
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
does anyone feel that the penetration of super conqueror is too low?
Nah
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
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
Grille had tungsten?
Pl buff cc1mk2 give it Vehicle rotation speed
Jag had tungsten, grille didn't. Grille used to have higher alpha damage.
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.
Can you link me that article.
From the balance patch called "season 5 legends"
oh k
Ik amx m4 mle used to have tungsten. Would like that or 480 alpha back.
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
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
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.
Bring back its 350 on standart and 400 on hesh
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
Good day. Petition to increase the ammorack durability on the Biter as it gets blown by 400alpha guns frontally even with Protective Kit. Thanks
You got a link to that or?
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
Hahaha keep dreaming
Bro this rank will be NEVER available for 15.000 Gold in shop
WG will keep it exclusive for a ton of money 1000$+
Greedy but reality
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...
So camping simulator
Well, Its a part of how tanks work. Its not about camping tho, Its more about making gameplay a little more meaningful
Damn litrally want that nd the obj268v4 then ive got everything i want really
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...
Yeah no , I don't think camping for 7 mins because no one intends to rush is more "meaningful" . Beside , using consumnables to fix modules take atleast 60 seconds the next time you use it so I see no point of limiting the use of consumnables to fix modules . Btw , World of tank PC used to have it and they removed the limit for more active gameplay
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
Hello. The game is focused for fast paced gameplay hence the name "Blitz", the mechanics does not 100% stick to the realistic details such as their functions, and whatnot thefore i conclude that your suggestion is terrible atleast in this game's sole purpose for being distinctive
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
Are we fr ?
But the game isn't focused for realism? The game's description literally states "Arcade Battles"
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...)
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
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
Sure, thats what I am trying to explain. I do not wish to reconstruct the game mechanics or the way the game is played.
The first suggestion of in your statement "Increase Module Damage" is debatable however i can not support the the latter
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.
Ok that is debatable , not the one time module fixing statement tho
sure, That was just an idea
High caliber guns could also have higher chance for ammo rack damage
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.
Idk, but it would not change the situation I mentioned. You still loose the trade horribly even tho you were prepared better
That is the thing , you don't trade with autoloader
i think the thing you want to state is the fact that 2 shot autoloaders have a lot of effective dpm, which is something different concerned with autoloaders themselves so there's not much point of readjusting the module damage
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.
Think about it guys, I will come up with a more scenarios
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
Alright, maybe there could be a gamemode in the game to test something like that out, you know to test if people like it
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
^^
Not to mention, the incredble spam of 183s and 4005s in the current meta
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)
So your suggestion is increasing the dmg dealing to modules . Got it .
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
Yes , I like the potential idea from this
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
Also petition to give the WZ-132-1 line 1 extra degree of gun depression. Thanks
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
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
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
400 damage nonpen is still a ton at tier 8 lmao
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
guys, when you have problems with signing in your account because of banning, who do you apply to? Who responds faster ?
I have no clue
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?
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
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
But isnt that a problem with TDs too?
Yes, so making that more of a problem is not a good thing lmao
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
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
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
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
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
arty is unfair and broken
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
its called a fv215b183, but worse
No, arty I talked about would not be able to do so much damage at all.
then whats the point of playing it?
Read it, they are support for heavies
i have read it, in current blitz we dont need additional support
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
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
If you dont play too aggresively, that cannot happen, please read the entire module damage thing I written here. You dont seem to understand
you dont seem to know what is the quality of wot pc matches
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
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
this is an insane idea
insanely bad idea
You just dont know what the hell you are talking about, or else explain why
you dont know what you are talking about
I am certain with my ideas
then go make your own game
We all seek impact when playing video games, gravitating towards this direction would help blitz
I challenge you to come up with something better
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
Yeah, it's called don't fix what's not broken
making efforts to get new players join the game, not adding unnecessary complex features, balancing tanks properly, some considerations into skill based mm, more maps/map rotation like in cod etc
remeber there is more to this. accuracy doesnt allow what you say will happen, and Wot is not ideal, the game cannot achieve balance
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
who said this? an fv4005 can decimate a leo
do you think heavies play the most important role in the battle
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
your concept maybe good on paper/good to you but not good to others/in practice
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
your idea can be good in certain niche scenarios but in the majority of cases its not good
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
I’ve already explained to you why it’s a bad idea, your entire rebuttal was “nuh uh”
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
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”
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.
This ragebait?
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
Do you want to get ammoracked on every battle or what
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
Can this be fixed or explained because I just bounced on the gray lower plate three times and it did hit the lower plate(is the model not correct or what?)
I don't know if this is a bug, but the module HP of t34-3 is still T8 level
I mean in the BlitzKit it says you can penetrate it.
Maybe you are hitting the pixel of the upper plate?
I zoomed in and I didn’t the hit marker is solely on the lower plate
@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
Oh yeah I also noticed that.
A bit odd... I actually have no idea to be honest. That shouldn't happen.
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
Me when the focus fire strategy works:
I mean it was alright we still won but holy that is so annoying and I want to know if it’ll happen again or not
Try it out in the Training Rooms to be honest.
More module damage does count for dpm guns, but is moderate on alpha guns…
I will
thats the idea, but I agree with you Chicken-man
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.
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.
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.
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
Heh… you’ll find that autoloading guns are more reputable for deciding games, not generally high DPM
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?
raw DPM doesn't mean anything, only burst damage or high alpha. Leo, 263, Badger, and 140 are at the bottom of the meta right now despite having the most DPM in the tier. it seems like you know this because you're emphasizing how autoloaders are overpowered right now. i definitely agree, and there's a couple of reasons for it
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
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
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
What kind of change is that... so you telling me if an at15 is shooting at me, I'll permanently have 50% crew?
I guess it would depend on the alpha damage
These changes are wild, at this point you're trying to rebuild everything from the ground up
Its different when a 20 mm shoots you and when a 152mm shoots you, nice point
i dont know if this will truly help
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
I get what you're trying to do, but if you wanna nerf autoloaders like this, you may as well nerf the interclip instead since they'll spend half the time aiming
That's not fun though... similar mechanics exist in wot pc and it just punishes you from using your dpm. What is the point of an autoloader if the 3 second intraclip becomes 5-6 seconds due to aiming.
If all the tanks had double the health and 1/2 damage the game would be boring.
Its a just a major nerf to dpm, next thing you'll know is they reduce reloading entirely
give kranvagn the hp it has on wot pc
But that is not a global solution, just relational
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
why are some of the camos i have on my tanks not looking the way they're supposed to?
The tank's base color greatly affects how a camo looks on them tbh
Just have all autoloaders have less than 3k dpm, since everyone hates em
is that so? so if a tanks green and u put white, it'll be a bit greenish?
They already do... I don't think there's a single tier 10 autoloader/autoreloader heavy that has over 3k dpm.
nah, i dont think you get it, some of my camos are showing only partially
Woould be helpful if you showed a screenshot
as it right now, autoloaders are getting entire clips off with either one or no shots back in return. something has to be done
Yeah
the fact that WG had to come up with a matchmaking rule to balance the autoloader crisis means...that there's a crisis
Exactly
That's moreso because the two dominant autoloaders in question are hull down tank with invincible turrets... You can nerf the aim time all you want for a concept 1b. If it uses full gun depression you are not penning it regardless.
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
Wouldn't it be the tank being shot mistake for over exposure?
It would be, but not a significant one
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.
I rarely ever get screwed over by an autoloaders unless I leave myself exposed, its all about awareness here
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."
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
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
How often does one get rushed by a autoloader? and even then simply positioning yourself with your tds in the back in mind makes a world of difference
If you were able to criple them with a well placed shot, you would have time to take cover
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
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
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
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
Bzt got nerfed to oblivion. Like what is it even meant to do these days
it always had a terrible reverse speed
Thats the problem, if the game only relies on HP, problems like this arise. MODULE DAMAGE is the answer here
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
Looking at blitzkit, the entire hull and turret is more or less insta-pen on flat ground.
its an instapen when hull down as well dont worry
But not every tank is slow? not every tank has bad armor? and not every tank has bad accuracy?
I'm gonna cope so hard with enhanced armor, pray that I'm dealing with a concept or kran player who runs vents 🙏
Somewhat similar situation with the 4005 now, but then again, that can be negated with an improved speed boost in high-pressure situations.
Bottom line: the tank has too many "failsafes" due to the consumables and general balancing on other tanks as well.
any AP standard tank can pretty much pen you hull down if they run cali 💀
hatch is even worse
Long story short, I kind of agree with you here
nah I'd gunblock my hatch. If you're another bzt tho... I'll hesh that 🤤
its rare that any autoloader has more than 1 of those, being slow, bad armor, or bad accuracy. ideally, they should have at least 2 if not all 3. if not all 3, should have a reduced clip potential, terrible pen, or a long time between shells
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
Agree, autoloader or auto reloader cannot be a versatile tank
what about tanks like tvp or batchat? would u consider them balanced?
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
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
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.
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
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
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
you mean the way of lesta?
what about rhe lorriane in wotb, do u think its balanced?
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

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
If you cannot solve an issue make it a feature, learn from Apple XD
hey buddy you need to be 13+ to join this server
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
What is that supposed to be an insult ?
I have nothing against you pal, be respectful
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
so wot pc's stun?
Yeah even Vz. 55 deals 920, 10 more alpha.
vz was an autoloader in wot pc, we wanted it to be an autoloader
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
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
There really was no need to though.
On PC, it has both a single shot and an autoloader.
No frequent ammo racks tho
My best guess, and I think it's true, they wanted Concept 1B to act like BlackRock from WoT PC, so they made it 2-shell auto loader.
b-but what about the 1500 max roll moments that happens once in a blue moon cause you die after trying to reverse away the second time
that would be cool
That's not really the case either, to be honest. The Black Rock has a single-shot gun, which turns into something like the Helsing once you hit two shots.
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
1.7s*
That's also true, but I don't see any reason too, so that's what I thought.
hey thats my GIF
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
over the last few days ive been one to intentionally aim at engine or ammorack of a tank just because i have in mind to inflict maximum dmg
That gif was promised to me 3 millennia ago or something
also just want to say it was wild that LobotomyGaming wasn't a taken username
Well, imagine if it actually made a difference
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.
How Long is Action from bzt tomorrow ?
our beloved bz gets 780 alpha
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
it has several times, its easy to set tanks on fire more though
Les goooo. 🔥 🔥
An autoloader supremacy would end, because they could be countered by powerfull shells braking their modules... I agree with the fire, but Its not enough
Which one?
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
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
I never thought there would be a day I might unironically consider the bz75 to not be the worst chinese tier 10 hesh heavy
The game deserves more impactful decision making, not just hp numbers and totally simplified arcade
Damn Aeson, you know coding that well?
how about this...
Make autoloaders ammorack more fragile, nerf their hull turn rates (they cant runaway from dishing hefty dmg)
no, i know the game engine that well, not programming
everything required to add rockets is already in the game
No but like, it was disappointing to see the BZ's without the rocket boosters.
Since that was what we anticipated.
Relational fix only, we need something global.
and what would that be?
Yeah, sorry bro I missclicked a reply button before XD
I don‘t think that there is autoloader supremacy in Blitz
bz75 is a leasure tank anyways. You play it for the funny alpha, not for the wins
Dang, alright I see.
You should definitely try getting into the WarGaming Aeson. 
until I see a 70kmh IS7 they will probably not wanna add it (maps too small)
bzt is more or less a bz75 pro max that trades everything away for even higher funny numbers.
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
BZ75 neo
Oh yeah it's fine. 
probably costs as much as an actual neo anyways
Meh, I play it for the 460 gun.
It's damn accurate for a 460, no lie.
I vote for this change
They said the same "maps too small" for Type 5 Heavy too. 💔
If you are interested, I went deeper with the ideas before, this is not the best representation
I'd say it'd cost as much as an air
so we will get a 70kmh IS7?
Nah.
Yes, especially on the modules change. I want them to have an actual impact
Exatly what Im going for. It opens doors for easier balance, more individual significance and other neat stuff like the arty concept or countering autloaders... Its the kind of thing like the CS2 magazine changes. Its hardcore and may not appeal to everyone at first
The first PC autoloaders were the French tanks - all of them were large clip, long reload tanks
ew... I only played the 460 for a more consistent 3 mark experience, Hesh gun all the way. Why even bother dealing with the dookie platform if you're just going to play like a normal heavy
thats like playinf that 310 gun on kv2 🤢🤢
Yeah, on PC - but not on Blitz, where we started out with three shot autoloaders (one less than the 4-shot PC autoloaders)
Yeah, I misread your comment lol
Wg pls listen 😭
I would be very pleased if that happened, if they even considered my ideas here
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
so its simple, remove all 2 shots or tweak them exceedingly
And autoreloaders are trash. They need to be much more heavily punished for digging into the magazine.
Yes. “Flexible” autoloaders are just 183’s and Jgpz’s that have no downsides and can’t be punished
those 2 need to be turned into un collectable collectables
I agree there, but I think 3 shot or 4 low alpha shot autoloaders are the sweetspot for Blitz (or big magazine with unusually small alpha like the AMX 13 57). So long as the burst does not exceed 2/3rds of a meds hp but also takes longer than 5s to unload I am quite happy
lorriane?
Depends on the tank IMO. Fat, poorly armored tanks are honestly perfectly fine with large magazines (French heavies, Waffen, 4005, Lorraine).
Armored tanks need very bad gun stats. Like Kran should be 3x400 traditional autoloader with like a 3.6s interclip and bad pen
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
jpz is balanced
or just nerf kran hp to the one in pc
Your name is tungsten, you have no right to petition for jgz
Lowkey for the Kran I could imagine a M-IV-Yoh treatment. With tanks like the FV4005 and WT I am fine if they exceed the 2/3rds of med hp limit so long as the intraclip reload is sufficiently long
they shouldn't have removed tungsten. jag was so much more fun back then
Jag with tungsten was not healthy
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
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
It was, why should I not be able to heat pen everything with 782 alpha using tungsten
exactly why it didnt deserve tungsten
Yeah, but it’s kind of boring, because it just plays like a regular tank, but with a long reload every now and then
Jag shouldve never gotten tungsten in the first place
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
I think that is intentional, if I remember correctly they try to rotate the meta
plain evil
That's what happens when you don't pay attention to the minimap 😮💨
and say the jag is behind the bush the whole time until the very end 🙁
I am not sure if using tungsten is worth it on tiger P?
Tungsten is worth it on anything that has it
lmao name checks out
exactly
4005 with tungsten would do 1500 dmg in 4 seconds. Balanced.
your right, make it deal 2000
Tungsten buffs HE for whatever dumb reason...so against right target its 900 dmg high rolls x2.
buffing HE isn't really a bad thing
only british heavies have high pen HE
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
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
Lower alpha on bourrasque 🥱
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.
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
T-54 mod def needs a buff,it’s likely a more armoured T-44,the gun can stay at 280/240/350 or make it new with 290/250/360 topspeed could be to 47 kph
about STG,I have 2 ideas
one is about increasing its penetration stats, alpha stays the same :180/225/65 to 185/243/68 AP/HEAT/HE (243 pen is for heat)
one is kind of make it like ISU-130, 420/490/510 alpha
240/180/65 penetration
Either could work, STG is mostly fine and only needs relatively small buffs.
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.
T-34-2 has HEAT as premium so it gains pretty much a lot better with calibrated
It also has 250mm base HEAT pen
T-44-122 also has better pen due to 231 base HEAT pen
yeah that attributed a lot
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.
Can you not play ratings 😭 🙏
Ggs nice game tho
If I did my account would have a 38% win rate. Rating, skirmish, 10v10 and realistic mode saves my life. Am I lame for that? Yes, I agree. I'm lame.
Fair enough. You are not lame
Try focusing on ur mistakes and improving
Because people are busy spamming Bourat
Yeah people prefer the bourrasque over the ERAC. Same qualities I'd say but the Bourrasque is smaller. I prefer the ERAC though because I believe it has better gun depression (could be wrong).
