SPG accuracy deterioration concept, which penalizes SPG who shoot the same person repeatedly. ---------- Example numbers (these are not the base statistics, this is with all crew skills and food) ---------- After shooting the same target more than once, a tally is given to the SPG player. Aiming penalties are given to SPG players, based on how many tallies they have Base dispersion of leFH: 0.66 dispersion 0 tallies: 0% increase -- 0.66 -- 0.66 (rounded) 1 tally: 5% increase -- 0.693 -- 0.69 (rounded) 2 tallies: 15% increase -- 0.759 -- 0.76 (rounded) 3 tallies: 33% increase -- 0.8778 -- 0.88 (rounded) 4 tallies: 66% increase -- 1.0956 -- 1.1 (rounded) 5 tallies: 100% increase -- 1.32 -- 1.32 (rounded) ---------- Moving dispersions of leFH: 0.23/0.24/0.29 0 tallies: 0% increase -- 0.23/0.24/0.29 1 tally: 5% increase -- 0.24/0.25/0.31 2 tallies: 15% increase -- 0.27/0.28/0.33 3 tallies: 33% increase -- 0.31/0.31/0.39 4 tallies: 66% increase -- 0.38/0.4/0.48 5 tallies: 100% increase -- 0.46/0.48/0.58 (all numbers are rounded) ---------- Aim time of leFH: 4.58 seconds 0 tallies: 0% increase -- 4.58 seconds 1 tally: 5% increase -- 4.809 seconds 2 tallies: 15% increase -- 5.267 seconds 3 tallies: 33% increase -- 6.091 seconds 4 tallies: 66% increase -- 7.603 seconds 5 tallies: 100% increase -- 9.16 seconds *(all numbers are rounded)* ---------- Shooting a new target removes a tally. Tallies are given upon hitting a tank, not from where you shoot. This is because leading shots would make it nearly impossible for the game to guess who you were actually firing at, and avoids giving people tallies for doing no damage. Likewise, people taking damage by an artillery shell that was fired with the correct amount of lead, would result in no tallies (if the target was far enough away from where you fired at. Stunning a teammate adds a tally no matter what, per teammate stunned. Hitting two or more new targets with one shell resets the tallies (optional) What this aims to do, is promote artillery shooting different targets, instead of focusing out one person for an entire game. Any SPG who decides to still focus the one guy will get hit with some pretty steep penalties. Likewise, if it is an end-of-battle situation, and you have to shoot the same person over and over again, it isn't a completely crippling penalty. ---------- Thoughts?
@artemkhaliavka9602
8 ай бұрын
This suggestion is controversial as Artillery is, in my opinion, at one point, it actually does a breathing space for rivals and problems to the Artillery, but on the other hand who is already doing this without it gets nothing in return, because the main problem of arty, which you also mentioned, is that with it it's easier to do something to the team if you cant play good, but the ones who play good on the other tanks just doesn't feel like they do something effectively, so, maybe, at least player will be more accurate if they will do it? But I do know it's not the greatest solution
@lukamiler5824
8 ай бұрын
That concept is a good idea if and only if stun wasn't removable with a first aid kit. If you use an arty with long reload (I personally use M53/M55 with the big gun set up for mobility) you have to shoot the same enemy twice so you can get any stun assist from him. If you alternate between 2 targets they can just remove the stun as soon as you hit them.
@Brodoodle
8 ай бұрын
I believe that attributing negative qualities to arty is not the correct approach to balance the game equation. Players often find themselves penalized for following what the game suggests as a good strategy (shooting the same target on one flank). This approach seems like the path of least resistance for players. Several factors contribute to this becoming the “optimal” way to play for most individuals: Dispersion Bloom: When a non-turreted arty needs to move, the dispersion bloom can be a significant concern. While experienced arty players may handle this better, the average player often feels that investing time to move their reticle to the other side of the map isn’t worthwhile. Map Design: Many maps naturally funnel tanks into “brawl” positions where players must hold flanks by remaining stationary. These static positions create “easy shots” for arty, discouraging them from taking risks by aiming at tanks moving across open fields. Rewards and Incentives: Arty players face challenges when trying to hit different targets. Often, they fire at an opponent who promptly uses a medkit, resulting in no damage assistance. Conversely, repeatedly targeting the same player who burns through their medkit can yield converted assistance damage. Consequently, arty players primarily feel they contribute by dealing damage instead of assistance. XP Calculation: While I’m not entirely aware of the exact XP calculation for arty, it’s essential to consider how XP is distributed. Your poll results highlight that many tier 10 players are attempting arty missions. For instance, SPG-15 War Gods can be a real sticking point. Given the current pace of battles (often under 5 minutes), maximizing consistent damage becomes crucial, even if it means prioritizing damage over overall team support. Possible ways to make arty more bearable for players who find themselves on the receiving end of those shells, while still ensuring that arty players feel engaged and contribute to the team. While map redesigns might be off the table, we can indeed focus on reward structures and gameplay adjustments. Here are some potential solutions: Adjusted Assistance Damage Mechanism: Lower Damage, Larger Splash: Reduce the direct damage output of arty shells even further, but increase the splash radius. This would cater to the more focused maps and mitigate the penalty some players face when aiming at non-central locations. Crew Hardening: When stunned once, progressively harden the crew against subsequent stuns. This could reduce the crew penalty to as low as 5%, allowing players to maintain effectiveness even when under arty fire. Crucially, the stun duration should remain consistent to encourage more assisting damage. Balancing Damage Numbers: Light and Medium Tanks (LT & MT): Adjust damage numbers to a range of 400-500 damage for non-penetrating direct hits with T92 size arty. Heavy Tanks (HT): HTs could experience 200-300 damage per hit, while direct hits with spall liners might go as high as 150 damage From this I would be aiming for around a Idea world having a 1:3 damage to assisting for arty and weight Xp accordingly. NOT THOUGHT OUT: temporary Medkit Lock: When a player gets stunned, consider temporarily locking out their medkit for a few seconds. This would allow a more guaranteed source for assistance damage. Overall its great to finally have some healthy discourse about arty and I welcome any feedback.
@sarodorethedragon9865
8 ай бұрын
@@Brodoodle im honestly with you on this one: as an spg main who hasnt past t7 and stopped playing a long time ago only recently coming back to see if the game is still fun i would be alot more incentivized to fire at different targets if i got bonuses for doing so, honestly what id do is have a system that selects a random player, adn tells arty "hey! bonus if you hit this guy, have it change targets every say 30-40 seconds or so? adjust that time in accordance
@krystiang50
8 ай бұрын
ok, concider the same penalize to autoreloaders,. each shot taken to the same target cause longer reaload between shels, longer aim time and biger aim circle. u r complaing to much. most anoyng class are wheels/ebrs. most nerfed clas in last 10yrs is artilery.
@imnotusingmyrealname4566
7 ай бұрын
25:23 I see Wargaming is taking advantage of the Russian people's century long accustomation to suffering by testing the most unholy of creations on them.
@RedShocktrooperRST
3 ай бұрын
Armored Warfare unironically had a good system with Artillery and I'm not talking about making it PVE only. The longer you sat in one place as artillery, the more likely it was to become that you were the only thing the enemy's artillery could see. The first shot you fired, they'd get a minimap ping. Second shot, a more accurate ping. Third shot it straight up showed where you were for five seconds after firing. You make artillery more dangerous to play by making it so that the enemy artillery is going to get stuck in that situation where the only thing they can see at and thus shoot is you. The only way you could reset the counter was to move. Unironically I believe a major problem with artillery is that it's not encouraged to counterplay itself. Every other class can counterplay itself, but Artillery not only requires you to learn a wierdo skill that is only useful to counterplay Artillery, but is wierdly discouraged by WG from being learned because they make the tracer generate from the wrong place if the arty isn't spotted. Also, Artillery that is moving is artillery that isn't shooting. If your artillery kills the enemy artillery, that solves the problem for you.
@nicholascazmay2126
2 ай бұрын
I definitely counter battery enemy artillery when I think I can get away with it and have strong confidence in their position. Feels like it raises the stakes a bit when they know they are getting targeted.
@PoisoningShadow671
Ай бұрын
I dunno how it's been lately, but Arty also has more things to do other than just slinging HE at enemies, they had access to smoke shells and such that allowed you to conceal teammates or blind enemies, etc. I think there was also flares, but it's been awhile since I played.
@88_makarov
8 ай бұрын
47 minutes about arty? Ill spend more time watching this video than ive played arty
@shark_de_mique
5 ай бұрын
Perfect solution for artillery in a current state of the game is simple: make it play against bots only. Just don't tell SPG operators, they will not notice anything and everybody is happy
@horndogfred5246
3 ай бұрын
I'll notice because I won't see the crying in chat if it's bots.
@xfefen2883
3 ай бұрын
@@horndogfred5246 train a chat gpt model on WoT messages and apply it to the bots
@Taffer-bx7uc
2 ай бұрын
@@horndogfred5246AI can solve that for you.
@Taffer-bx7uc
2 ай бұрын
@@horndogfred5246Use AI for the chat.
@Morpheus-pt3wq
2 ай бұрын
Tried a warmup battle as arty with bots. It does not work. Bots don´t spot. Learn to play instead. Adapt & improvize.
@Avalon304
4 ай бұрын
I appreciate the attempt to "fix" artillery. Not because I think youre correct, but because there was an attempt. The major problem with artillery is that it plays by none of the rules that every other class in the game. They're that way because of what they are (or what theyre based on from reality), so it makes sense why they dont play by those rules. And thats the problem: You cant make them play by the rules that the other 4 classes play by. Out of the 5 classes of the game, 4 of them need several prerequisities to deal damage: 1. They need to be able to physically point their gun at the target (or the targets known location if said target is unspotted). If a target is behind a hill, or a rock or a house or whatever, you generally will need to find a new target. (Yes there are certain tanks, mostly low velocity derp guns that can loop shells over shallow rises, but they are few and far between). 2. They need to be within 720m to be able to hit the target at all, regardless of if they can actually see the target. If you arent your shell just vanishes. Too bad find a new target. 3. If they want to be able to see the target they need to be within the maximum render distance. If you arent, you may still hit the thing, but your fire sure aint gonna be accurate. If you cant make artillery play by these rules. Either in whole or in part, then you cant actually "fix" the problem, which is and always has been "it isnt fun getting hit from someplace you cant defend from". At best, fixes just shuffle the problems around, as the ones attempted by WG already have. Before 9.18 it was getting insta-deleted by a dink sitting at the back of the map. After 9.18, it was no longer getting insta-deleted but it was getting stunned. Your suggestions would just shuffle things further. Arty getting less accurate the more they shoot a single target just shuffles the problem onto the arty player instead of on to their target like it is now, and it doesnt even do that fully because splash damage still exists so the target is still taking functionally unavoidable damage). Removing the negative effect of stun and granting a bonus in XP.creds to player who shooted marked targets, is great but youre still dancing around the major problem. Thats the rub: the major problem with artillery cant be fixed, because if you fix it, it stops being artillery. You cant make them require direct line of sight to their targets/targets locations. You cant artificially shorten their ranges (well you can, but it does introduce a bunch of issues) and you cant limit them to the max render range for the same reasons. Otherwise they just become tank destroyers with extra steps. (Or worse they become the assault artillery from RUBY and aint nobody actually want that shit). And so: you say don't suggest just deleting them from the game because youll giggle at the people who suggest it because they clearly didnt reach the end of the video (I did tho, giggle away if you must). But thats the answer. It removes the problems, and as you point out pretty early on in this video, it also doesnt actually change the rest of the game. The solution to the arty problem is "Remove them from the game." regardless of if theyre "a part of the game" being used as a reason to dismiss it (which BTW could be used conversely when speaking about things such as +/-2 MM or maps or any other thing thats "a part of the game"). Every proposed "solution" to artillery that isnt just 'Ctrl+A -> Del -> Empty Recycle Bin' is just like shuffling deck chairs on the Titanic. It accomplishes nothing while the iceberg is tearing a hole in the hull.
@darkninja___
Ай бұрын
I agree. Sure, people who play a lot of arty will hate it, but it is very clear the large majority of players hate it and it ruins their experience, probably being a top 2 or 3 reason people quit the game or dislike their experience while playing. I just don’t see how just because something has historically been a big part of a game means that it’s unwise to remove it. Removing artillery would objectively make the game far more enjoyable for most players, so in an ideal world I think it would be the opposite of silly to consider removing it. Of course that will never happen because wargaming doesn’t want to piss off their arty players and it would require a huge overhaul of their game, but I don’t see what’s so radical about holding that viewpoint.
@copeland7225
Ай бұрын
Spot on. Just like CVs in WoWS, arty plays by an entirely different standard than regular armor and any “rebalance” outside of flat out removal is just a half measure at best
@viktorbajo4382
8 ай бұрын
I think making the stun significantly weaker (some smaller penalty to crew or something which would allow you to still play quite effectively while stunned but also encoureged enemies to push stunned targets) is a very easy and good start to make arty more bearable. Also the damage and stun duration from splash is way too high. I overall liked the video and ideas. It is hard to imagine if it would have direct impact on game development, but we need to start somewhere and spreading feasible ideas into minds of community and hopefuly devs is a good thing.
@regal_eagle717
8 ай бұрын
I don’t have anything to add to the arti conversation, but I did want say that I enjoyed the analysis in the video! Thanks for posting it and pushing through the burnout. Looking forward to your future videos! It appears you have a lot lined up :)
@TheANGRYAsian69
8 ай бұрын
I love your videos man, this one especially got my attention and I manage to watch the entire thing without clicking off, I for the most part agree with a majority of your statements, unfortunately arty isn't going away any time soon (though I can dream). One idea that I thought about to rework artillery tanks is reworking their aim. Most other tanks have a limited range in which they can see but not arty, they have an unrealistic top down view or nowadays a battle assistant mod thats recently been implemented. While i know this game is more arcadic than realistic, artillery having a top down view of the game just seems unfair. What I suggest is to make shooting artillery more "realistic" in a sense. After watching a couple videos about how artillery shoots, how I can imagine this working is that: light tanks and or any tank class can call for fire support and mark a target( I can imagine adding a skill to radio operators, now actually giving them purpose) for artillery to shoot at, the arty player would then adjust fire for the marked area( how that would be done, I've yet to figure out to simplifiy for world of tanks, maybe it would work like a grid system or like a sniper scope), and essentially a tank could automatically communicate how effective the shot was (saying what they hit and for how much, or it could relay were the shot hit and how to adjust fire). What i hope this adds to do is add a definite layer of skill that you need to have in order to play this tank good, it prevents people from getting stunned or directly hit and penned consistently outside of view range distance. i think personally it would chnage the perspective of how people see arty players as well, if there's a required skill gap in order to play arty, i can only be annoyed when an arty player hits me for a good chunk of my health rather than pissed off at a player that has a top down view of the game. There's still alot of things that need to be accounted for that i cant think of now, but i think its a good starting point to start off of. Also fuck arty, luv u Incoming
@nkzeta2315
7 ай бұрын
There is 2 things I would do. One is hard capping to 2 per side(one would be even better but arty queue times would skyrocket and 2 is still bearable for me). The other would be a revamp to Spall Liner, simply put, reduces HE splash dmg by 50% and gives your crew immunity to stun effects. It could still get stunned to not ruin spg missions but you wouldn't get penalized and would also open up more builds for heavies, since every heavy just runs hardening, rammer, turbo/stab.
@fq3530
8 ай бұрын
I come from a more balanced perspective due to playing and enjoying artillery (c.20% of my games) as well as the other classes and you do raise good points although other solutions may also help. The point about stun being annoying and needing to be changed is true, changing the accuracy penalty to be for 1-2s or just removing it entirely would make it a lot less annoying for those hit. The reload, speed, and view range penalties I think are reasonably fair. A potential shortening of the stun duration by 10-20% across the board to leave larger downtimes between stuns could be made however this may not be needed if the artillery cap per game is reduced to 2. On the number of artillery per game, 2 is most certainly the reasonable maximum. A 3 artillery game is simply too impacted by the class, eg 3 artillery Prokhorovka is incredibly dull for all players and encourages people to never get spotted for fear of a 3 shot barrage. Trading off reduced splash for improved artillery accuracy would make it a more skill dependent class as proper lead and prediction actually does take skill for faster tanks and those that actively try to avoid shells. The full counting of stunning in arty marks can also incentivise stun farming which is just an annoyance to players whilst providing little use to the team, reducing it to 50-75% of the value for marks may lead to fewer pointless splashes to farm for marks. This in addition to the splash range trade-off could make artillery less of a constant annoyance for multiple players. Incentivising counter battery artillery fire could be an interesting change, if it is more rewarding in terms of credits and XP to kill an arty counterpart it would lead to fewer shots against other classes and a greater requirement for movement by arties. At the moment it is frequently more rewarding to simply fire at spotted targets for a more certain dmg/assist reward rather than taking the risk on counter battery fire. A fair few of the complaints I see from players against artillery are from players in positions that simply shouldn't be taken when there is more than one artillery. I think a sizeable number of players have poor levels of knowledge on artillery positions and trajectories and often default to positions that are easy shots for artillery. The difference between a CGC vs an Obj. 261 impacts on which positions they can actually hit and what positions you can take as a tank. If players adapted the positions they took when seeing that arty is in the game the frustration would be much lower, the most standout one is the hull-down positions in the water on outpost (b1 and a3), they are very powerful positions but if there is more than one artillery avoid them like the plague. This contributes to the one person getting battered by the arty shot after shot, if you are getting spammed the entire time it is likely that you are either not moving enough or are in an easy position to hit, the tally system in this case makes the misplay less punishing and more drawn out. On the mission front my solution is more heavy handed but you could, in addition to your solution which is a reasonable one, make it so that you only need to complete the first 5 missions for one class per reward tank or simply make the artillery mission an optional alternative to one of the other four lines. This would make getting the reward tanks easier to get however I think the benefit of not forcing people who dislike artillery into playing it for RNG based missions a great benefit. Just wanted to give my clicker rat take, thanks for the video.
@realbadcorps
8 ай бұрын
I think a better and more feasible stopgap "fix" would to just change how stun/damage are distributed within the splash radius. Direct hits and anything within a radius (dependent on the gun calibre) close to the hit can stun but outside of that, it's just damage. You'd need to massively overhaul all the campaign missions however, changing most of them into damage related missions and basically remove all the "stun 2+ targets" missions. Another thing that has to change is arty exp distribution, which is heavily weighted on stun and why barely anyone uses the high damage or AP (aside from most of those rounds being trash in their own right). Which is why people focus one target, they want to make sure that target is stunned as long as possible so they get the assist and the exp for it. You KNOW that target used their medkit and the lack of medkit means the chances they escape from stun assist is near zero.
@imnotusingmyrealname4566
7 ай бұрын
Why is the gameplay in your videos so hard to watch from a visual standpoint? It's like you meticulously tuned the settings to make it hard on the eyes.
@amzarnacht6710
8 ай бұрын
I've been saying the same thing about SPGs in WoT for over 10 years. I was an artillerist in the military, I worked with arty as spotter in mainly training and a few sparce combat missions in the first desert war - Desert Storm, 1990. To better reflect how *ALL* arty works prior to the introduction of precision guided munitions (1985-ish) they need to change how arty works in the game entirely. First, lower the pen a LOT. Like... to no more than 80mm or so. Increase the total damage per shell by something like 80%. Second, arty should hit *everything* in the aim circle that is not in its ballistic shadow. The entire damage of the shell is distributed through the aim circle, most of that damage would be crits to external modules and crew stun except on vehicles with thin armor that can be penned by such low pen rounds. Tightening the circle does not increase the total shell damage, it merely increases how much of a vehicle may be affected by the damage - i.e. more of large vehicles will be impacted because more of them will be hit by the spread. But even if fully within the splash with no ballistic shadow, the armor on most vehicles but the least armored would be reduced by 50-90%, but they'd suffer crits and stun. That should be the role of SPGs: Force multiplier as opposed to direct damage. That has *_ALWAYS_* been the role of artillery until guided munitions. Eve Online did this for explosion damage over 15 years ago to mitigate missiles against small & fast moving targets. Stun is about the most accurate aspect that they ever came up with because any and everyone who has ever been the subject to an artillery barrage DUCKS FOR COVER! Even if they're in a hardened bunker that is specifically intended to be hit while trainees are in it! Almost everyone, except the old hands, takes a dive for cover... i.e STUN! As an artillerist in the military I'm probably more of an authority on the topic than 99% of other commenters, and certainly more than WoT seems to be. I've been in the bunker, I've been danger close to artillery with huge kill radii. Even with experience it still thumped the wind out of my lungs, left my ears ringing, and made me duck for cover.
@realbadcorps
3 ай бұрын
Only thing I want to point out is that most arty pen is well below 80, the T92 HMC has 60 (up to only 75mm with the damage ammo) pen with a 160kg HE projective. That's the single biggest gun in the game and it literally cannot penetrate the upper front plate of a Concept 5.
@amzarnacht6710
3 ай бұрын
@@realbadcorps Technically old artillery was not designed to deal with vehicles, it's primary function was against fortifications (concrete/sandbags rather than steel) and to suppress the movement of personnel. Even modern 'artillery' is intended for structures (guided/precision/ballistic) and static targets which seldom have armor (radar/missile/artillery vehicles, support elements) and suppression of emplaced dismounts (infantry in structure). That is how it should function in WoT - large explosions over a large area with little penetrating power to disable/cripple vehicles but not cause catastrophic damage save the occasional - extremely rare prior to precision guidance - hard armor impact. If the shell fully strikes it should slam straight through anything thinner than its caliber by sheer kinetic energy alone. Otherwise, the 'splash' should cover everything within the reticule or radius of any intervening structure hit (hilltops/buildings) causing damage to everything mostly in the form of critical damage to soft elements (vision/radio/wheels, ect) but not hardened elements (tracks/barrels) and cause severe, prolonged stun to crew - longer for crew in softer targets. The total amount of damage should be distributed throughout the impact - so 'tightening' the reticule increases the damage while reducing the impact area. Since most arty detonates on impact having cover would be severely limited unless it is directly between the point of impact and target. No horizontal cover from the point of impact means no lessening of impact even if in ballistic shadow.
@bettyrose959
Ай бұрын
@@amzarnacht6710 Not going to get technical here. I just feel the main issue with arty in WOT is how the battles are always played out. It rarely changes. It's a ton of HP rushing to a spot and a 5-6 min slugfest. Seeing that the game is dmg based arty is just going to lob shells until it's over. So, if one enjoys slugging it out as a hvy they are pounded on their whole battle. I have no idea how that can be fixed, other than maybe changing angles at choke points where tanks can be hit. Forcing arty to choose a flank, and making that decision more critical to the over all battle itself. Also would move an arty unit and may lead to the importance of protecting their position. I actually enjoy watching arty shells come in and blow stuff up. I just don't like that an arty can just sit an cover the majority of the map without moving a single inch to do so. The flank they choose should be just as important as those rushing to a flank to slug it out.
@sawyerfleming-oi5zy
3 ай бұрын
SPG is always crying about how the single light in our team is bad like damn he is trying 💀
@MxK9420
Ай бұрын
this is the best way ive ever heard how to balance arty, truly magnificent
@martinmitter5697
Ай бұрын
Hey i think the changes you proposed are really well thought out. Both the tally system and mark for death are thing that i would actually like to see in the game and play around.
@EmperorNefarious1
2 ай бұрын
Well, changing maps and adding something to incentivize moving would be nice. As an arty player I would like to move around more between shots. But on too many maps you are stuck where you go after a few minutes because enemies will see you if you leave. Airfield being a good example of this. You get stuck shooting one target because everything else is in cover from your spot.
@Harley_the_Sosig
8 ай бұрын
Oh don't worry the tier 8 American premium arty will come out, its been on console for ages and comes with the option of a 4 shot burst (yes 4 shots fire in rapid succession) or a more accurate and harder hitting single shot (i think from the tier 9 but with better accuracy but longer reload)
@joebidenisagayretard2410
8 ай бұрын
As a wot console player, their dev team for console has no idea what the fuck they are doing, that’ll never release on pc.
@silverslime_
2 ай бұрын
Hi, discovered your channel a few days ago and watching a lot of the stuff you made about fixing the game cuz i love your stuff. also 6 months late on this but you asked ppl that watched the whole video to write constructive reviews on the SPGs so i'll try it. for a bit of context i play arty only for missions so i'm not very experimented with them and i'm not a really good but not a terrible player (10k games, can 2 mark stuff, but still sub 50% wr). To begin with, i think there are 2 main problems with artys that i'm gonna adress in 2 separate parts. First problem is that there's no counterplay for regular tanks on the receiving end, you just have to endure or stay hidden behind a cover high enough to protect you, waiting to, if you're still alive and your team wins, kill the arty when it's one of the last tank alive and it doesn't matter anymore. On a lot of maps you give up the position where you can play effectively to be safe from arty and even if you're safe you're not having fun staying behind a wall without moving half the game. having no counter play in pvp games is never a healthy way of designing things and i think adressing that would reduce a lot of the frustration it generates on the non arty players. I've seen a video where you seemed to dislike people talking about WarThunder in the comments but i think it is a good exemple to make my point so i'll talk about it for a bit even tho the games are very different and don't need to be compared. I'm also not saying that to say warthunder is better i'm just stating things that make this particular system similar but less frustrating to me. In war thunder the closest equivalent of an SPG in wot is someone in a plane bombing ur tank which is to me a lot less annoying for several reasons. 1 you can shot a plane with ur regular tank, even if it's not really easy to do you can kill them. 2 planes are quite skilled. 3 theres a full class of AA tanks designed to protect the ground forces from planes. 4 there are other planes that will try to kill the bombing planes. All that together makes it so the planes have to dodge all the AA fire and not get intercepted by other planes while finding and aiming bombs or rocket at a target which is still pretty skilled and puts you close to the ground after your run which is a bad position for a plane. It is a sort of high risk high reward gameplay while spg in wot is ranging from extremely low risk low reward to high reward based on luck. So all that's great but what are the options to make it better while staying in an arcade fun gameplay that's the style of WOT. We can't make the SPGs as skilled and active like the planes in WT, that's not the style Wot has chosen for them, they've never went out of that style of gameplay to my knowledge. More importantly that's not what SPG enjoyers would want. It's a class for people that wanna chill, eat while playing, watch some video at the same time, or for old/bad at gaming/disabled people like you mentioned in your sealclubber video. It should still be all that i think. For me a good option, Is the arty countering arty gameplay. I think it's fun to do but hard to do reliably (at least for me) and not smart as it's way easier to shoot at spotted regular tanks. incentivsing it by giving a reward in credit and/or exp to an arty killing an arty. making the tracers more accurate or making an indicator for Spgs only that helps guessing the ennemy spgs location more accurately for every shot taken while staying on the same spot. It makes spg gameplay a bit more active while still pretty simple but it forces them to stop hardscoping on someone after shooting 1-2 times without moving and re aim. It creates a dynamic where the spg player has an incentive to fight the other spgs : for money, to protect allies by killing spgs which also helps winning the game, to stop ennemy spgs from shooting at yours which then allows you to only focus on other tanks with relative peace of mind. Its good for non spg players too because now more than one in a thousand spg player is actively trying to kill the spg that can shoot a you and while spgs are shooting at each other you can play. Creating some equippements and or crew skills exclusive to the spg class could be nice to show some interest in spg players while making it a bit more interesting. My idea is 2 archetypes of stuff. Counter arty builds that help you pinpoint spg locations faster with better accuracy while maybe preventing you from using a rammer so you lose efficiency against regular tanks or defensive stuff that makes you harder to locate so you can focus on regular tanks while being safe from counter arty for more time. Second Problem, is, for me, that arty is supposed to be a support class but really feels like its more of a selfish, playing for it's own damages and if it helps someone so be it but you don't really care except for missions. This support role that i think is important is why i don't really like your "SPG accuracy deterioration concept" as it removes one of the purposes of spgs to me which is attacking from an angle no other class can to break stalemates. for exemple by killing the hulldown chieftain nobody can deal with or killing the tank you need to push to win a flank but cant because the positions you could shot him from are covered by his sniper tds that he spots you for. the stun mechanic is pretty bad as it doesn't help allies that much, is annoying and doesn't really give an incentive to shoot while their stun so i think your "marked for death" idea is really nice spg support aspect is already partly there as they cripple tanks by breaking modules killing crew members and draining the repairs and medkits. on that aspect a skill that allows spgs only to display to their allies that the ennemy used his repair or has elements broken after the shots like the expert perk could be interesting and would allow players to plan actions accordingly while showing them that arty is actively helping. finally doesn't feel like spgs are chosing targets to help which is unfortunate. I often see spg shooting at low hp targets stealing them from several people rushing them to get the kill after fighting the whole game against them, or shooting at the juicy no armor TD that is getting aimed at by all your team taking all of the damages on a tank that was going to get killed anyways. An idea i had is to change the hyper accurate realtime display top view by a version that doesn't show the ennemy tanks(like if no one was spotted) but that uses ally pings to ask for fire support on a tank or ground position so that the spg is kinda blind even in the top view without the allies asking for support which 1: makes it harder for spg to perfectly nail a shot as they don't see every single move of the target in realtime. 2: gives the teams a way to direct spg fire on what they struggle with and thus to get support. Issue is my idea is kinda naive and maybe also just bad as it could be unfunny for spg players as they wouldn't see the cool fighting and couldn't really chose their targets. Also the ping system is not used a lot in the game already which could lead to nobody doing pings for the spg. finally as people are doing stupid shit because its just a game and there's no consequences, and spg hate is deeply rooted in the playerbase after years of taking rounds through the roof there would prolly be a ton of troller that would ping on allies, in empty spots, or on the spg itself. but i have no better ideas right now smoke rounds from arty to allow crosses in dangerous spots could be fun but very specific I don't know if you/anyone will read all that but i'd love to have your opinions on my thing. also its 6 Am, i haven't slept and i'm not native so i may have written some impossible to read shit sorry
@SirB4G3L
8 ай бұрын
I like the "marked for death" concept but personally I think stun should stay in the game, but be nerfed with the campaign missions to reflect said nerf. It can either be a reduction in stun duration, a reduction in the stun debuff itself or a combination of the two. The former, making stuns only last for a few seconds would incentivize artillery players to deliberately shoot at targets that they can get assists off of because of the short stun, rather than just spamming the same random guy the whole match. Ideally max stun would like around 12s with the shortest possible stun duration being around 5s (either from splashing too far or just smaller gun calibers in general). This could also be done in tandem with a standardized stun duration, where all guns within a specific caliber range have a fixed amount of stun. This means that players can more effectively play around how long they could potentially be stunned for when an artillery of a specific gun caliber is on the enemy team and reduces the annoyance of randomly being stunned by a 240mm gun for literally half a minute. Whereas the latter, a stun debuff reduction, is also a relatively okay idea I think, since being crippled for like 20s+ to the point where you're basically useless is no fun at all. Either make it like 5-10% crew debuff and maintain the current durations for stun, or find some balance between reduced duration and a reduced crew debuff. This just makes getting stunned less annoying but still makes it such that artillery can actually still maintain its original role of preventing long, drawn out, hull-down fights by crippling the enemy to allow for more aggressive plays from allies.
@sevenastious1271
4 ай бұрын
Great stuff incoming. A lot of helpful info. Thx for your time and effort.
@toesmasher21
3 ай бұрын
My main problem with stun is that in most tanks I play, if you get stunned it becomes completely unplayable, especially since I play with a constant 200-400ms ping I have not got enough experience to in any way figure out a solution that would fix this problem, but something really needs to be done
@VulpseiusFox
4 ай бұрын
I actually really like the “marked for death” idea. I think the goal behind the stun was to make arty more support based and less damage based, and so make it less painful in game, but clearly they fumbled the ball on execution with that, and I think replacing crew stun with marking your target for assist damage for a period upon hitting them without making them suffer from stun penalties sounds like a good and reasonable alternative without having to completely overhaul everything again. Still leaves us with the problem of if war gaming would actually implement that because they have a thing for not accepting and taking on player base suggestions to at least consider for some reason. But if somehow they did actually try that out, I’d gladly support it. I myself am torn with arty where sometimes I wish I was simply one shot, but sometimes I appreciate that I was only slightly damaged and stunned for a tiny bit but still got to keep playing, even though most times I just find myself being repeatedly targeted and unable to play. So I actually would really love to implement the “marked for death” instead. My personal suggestion was to make arty almost purely support, like have flare shells to help make spotting easier for a small period of time, and also would help with dealing with back of the map campers a bit and helping your teams keep track of enemy movements and positions better, and of course assistance damage on spotting targets, so say a light tank spots a target in the area you launched a flare in, you pretty much share credit for it, and for damage maybe that can have a white phosphorus shell that instead of doing a hunk of damage and splash, instead just slowly ticked your hp down tiny tick by tiny tick of you stay in that area of the shot, though of course you have to be hit by it. Hard cover and stuff would block it and what not. It also wouldn’t impact crew, but could maybe slowly impact your tracks, so it wouldn’t be super annoying but still be able to hurt you if you let it, but not do tooooo much damage in a chunk like you can with a he or ap/heat shell now, cuz again it’s more about support and assistance damage through spotting or tracking than actually doing damage. It also would allow the missions to easily transfer from stun assistance to just plain assistance damage or even be spotting missions sometimes. I even thought about smoke shells too but I don’t think that would fit with how the game works. Anyway, that was sort of my line of thinking. No big overhaul. Just transition them to that for pure support and easily transition all the missions. But if something like that wouldn’t do or be too much, I really think the “marked for death” alternative would be solid too.
@_Sporkz_
3 ай бұрын
The solutions for arty that I had in mind look as such: Make the Stun shell do a miniscule amount of damage with a formula that uses the tier of the arty and the caliber of the shell (Because as it is currently, the stun shells do close enough damage to the "damage" high explosive shells that you really shouldn't elect to drop the stun and radius). This would immediately make the decision to stun or do damage become a thought for the player to go through. Also I think arty should have the ability to see what sector enemy arty are firing from (Either via a ping when they shoot or whatnot. Only Arty would get this, and ONLY while they are alive). This would make it to where arty can have a similar role to other roles where they are meant to counter each other to get the most out of the battle. However the main goal of this would be for make it so arty would need to heavily consider relocation to even a different sector for their next shot. This would also reduce focusing a player since there will be greater risk of getting countered. This also provides another avenue of teamwork to develop on the battlefield where arty players can relay the information to their team. Opening the ability even to triangulate with players who pay attention to sound detection and hit marker direction and the sector location info from allied arty. I like your "marked for death" replacement for stun, but I don't think that more xp and credits is the way to go. I think maybe rather than crew becoming useless for 10-30s, maybe it will reduce camo rating of the vehicle by some formula. Idk what would be an ideal number, and don't want to make it OP with CVS but even a 2% camo reduction for that time period can provide tangible battlefield team support, whilst adding risk to the enemies without removing their ability to play the game. I think WG need to rework credits to where you can't lose credits if you win the game (But that doesn't mean you will always gain credits either, though credit economy is another issue for another discussion).
@Germanica1871
2 ай бұрын
Outright deletion would be simply too much, even tho hard to admit after getting constantly pegged by them. I always thought that a simple and quick fix in for the meantime would be to limit the amount of them in a match further. To like 2 very rarely and 1 standard.
@Mikosah
8 ай бұрын
Imagine if the pre-9.18 arta's tracers and muzzle flashes could be seen by regular tanks on the opposite team, adding some risk to firing from out in the open. Suddenly the mechanic is no longer so one-sided. By all means, take that shot from the far side of Prokhorovka, but you'd better relocate fast because someone probably saw your muzzle flash and is about to blindfire back in your direction. Incidentally, I'd say there was a version of artillery in game that served the role adequately and without all of the balancing headaches associated with indirect fire, and that would be direct-fire howitzers like the Hetzer, KV-2, SU-152, M4 Sherman, etc.
@oklestek1994
Ай бұрын
I like the mark for death concept, the only issue I see with this may be that wg might make it so subtle that nobody would actually care, since in long run it would cost them moeny if you make more credits and exp for free. One other concept I am thinking and like, make it so, the artillery players see each others position after fire, to give them some minigame to shoot at each other and try to move after shooting, I would even go so far as to double or triple their HP so it wouldnt negate their damage, I dont mind having sometimes 3 arty, I feel its that rare that I dont notice it anymore, and I wouldn't really care if it wouldnt cripple my tank as such, just purely for some rare medals I would maybe one day like to get. And I absolutely hate the concept of having missions with arty, either I would remove them completely (missions) or have the player choose 4 out of 5 classes to get the medal (the concept with orders feels okay, but you still need to play most of them to get the medal, and all the main rewards, make it such the 5th tree is purely for progressive rewards for each small mission). I want that medal just to feel some kind of reward for proving my skill, only like 25 missions for arty missing and I feel disrespectful to my soul every time I start a battle in arty to complete such mission. Anyways great video, I like your thoughts keep it up.
@prestonjohnson1537
8 ай бұрын
If WG wants to keep adding in invincible hull-down tanks, SOMETHING has to dig them out. Reduce the rate of fire, splash radius, and accuracy, but REVERT all the damage nerfs done to them. Each time they fire, they are instantly spotted, and marked on the map.
@prestonjohnson1537
8 ай бұрын
Probably also limit one per team, with maybe two for grand battles.
@Calamari200
3 ай бұрын
I like the idea where stun hits hard at first but decays very quickly. So maybe for 1-3 seconds your tank basically moves at 10%, 3-5 seconds, at 50%, and the last portion your crew is at 80-90%. I hate stun, but at least this will force arty to wait for an opportune moment to stun someone over rather than just clicking whenever theres a shell in the barrel. The more punishing initial stun also adds a layer of skill because because 1-3 seconds of basically not reloading, not moving is a death sentence if you are exposed. Overall playtime for the player shot by arty is increased while the arty player gets a potentially more impactful shell if used smartly.
@seeya_cya
8 ай бұрын
I'd like to see stun only being applied if the shell land within 3 meters away from the tank, but increase the damage radius so that even if shell lands as far as 10 meters away from the tank, it'd still deal 50-150 damage, that way I'll be perfectly okay with the arty
@gkirmathal
6 ай бұрын
Completely missed this part 3. Anyway I agree with all points. Although it would have been fond it WG would have added proper SPG vs SPG counter battery mechanics, viewable only by the SPG in it's satellite view for example. But I digress.
@Yamaha01.
5 ай бұрын
Incredible video. first video i saw from your channel and you already gained a new sub.
@Markty07
3 ай бұрын
I think WG went very wrong with field arty ? It shouldn't be able to completely ignore cover, and shouldn't be able to go that close without consequences. What I would like to see is an arty a bit like FV304 wich goes fast, has moderate view range, doesn't stun and has a little more hp (light tank level hp). It would be very accurate, with fast shells, but it would require the user to know good positions, and have situational awarness as they can pretty easily get spotted. It wouldn't be able to fire too far too.
@reinbeers5322
2 ай бұрын
I've played artillery a fair bit every now and then (mostly due to how much I've grown to hate this damn game), and my main points are as follows: -Stun is simulateously pretty fucking useless in helping your teammates, and disproportionately annoying to how much actual impact it has; -Having to move your hull or even just the gun side to side means RNG will fuck you even harder than usual due to huge dispersion, causing shots to only splash for stun; -Low mobility for 95% of artilleries makes using the WASD keys less viable than it should be; -For how annoying they are, artillery ultimately deal very low damage unless you're just repeatedly hitting the same 1-2 targets many times, and they're often worse than if you just had another _tank_ in your team. I really like your ideas of reducing accuracy on repeated hits, marking targets and pretty much removing stun (and only applying marks if damage is done), but I'd go further and: -Reduce splash radius; -Improve accuracy and dispersion when moving the gun/hull (depending on artillery, wide/narrow gun arc); -Removing AP/HEAT; -Improve mobility enough that repositioning isn't done at 20kph downhill and you can actually respond to the battle situation; -ADD THE OLD ARTY TRACERS BACK so that counter-battery is not only possible, but a HUGE hazard for artillery, so they can't just sit at the back of the map shitting on everyone with just one hand because they NEVER NEED TO MOVE. They would probably become stronger, but ultimately less annoying since you wouldn't be perma stunned anymore, even when missed by a big distance. Less blast radius would mean near misses wouldn't actually do much, and artillery could also no longer focus one target down as the accuracy penalties would quickly stack up. Reducing the dispersion while aiming somewhere else would facilitate this, so again you could actually react to the battle by quickly targeting a different part of the map instead of shooting the same 2-3 tanks over and over and over again. ...OR, hear me out, turn them into TDs with the gimmick that they get the old HE back. Might need some replacing certain ones as they'd be simply too big/slow/unarmored/etc to be viable, but something like the Hummel is already the same size as a TD (Nashorn), it would just have completely different mechanics when it comes to the whole shooty shooty part.
@TimO-D
2 ай бұрын
Why don't they add the mechanic to have damage effected by range just like the Polish TDs? This way it would challenge them to do more close up. Or you could have them do less damage/stun over time if they are continually aiming at the same target/area.
@jimhudson4744
3 ай бұрын
I like your tally system with 1 exception, that would be if the target was in direct view of the arty itself. There is a group of people (vets) that are disabled, and/or older the unfortunate fact is that the only way they can be anyways near normal is through the use of Arty. Yes Arty needs to be fixed, but; we should not get rid of it either.
@madjaz3r145
8 ай бұрын
I always thought that enabling arty to place smoke walls would be a good idea. Maybe it could be another shell type that could replace the stun shell. This would make arty more of a support role, and could make for some cool team plays. Nice vid.
@owlvisionvideography
8 ай бұрын
The idea is nice but hard to realise. You know people, they will do more nonsense with it than anything else. People will be driving and fighting in constant smoke when arty start aiming the screens at them 😂 an way I hate arty
@Nenshokaze
3 ай бұрын
Funny thing is in WoT Console artillery is still part of WW 2 mode but in Cold War mode there isn’t artillery. Which kind of made me wonder why not many liked or likes Cold War mode. I saw a video from 2 years ago that said, at least at the time, not many liked the Cold War mode which has cold war and modern tanks. Edit: Oh, seems Blitz and WoT PC have reusable consumables? Like you can use the consumable multiple times during a battle? Meanwhile, Console WoT doesn’t allow you to use a consumable multiple times in a battle it seems. As far as I can tell that is. Unless I am missing something since I’m new to WoT Console.
@lukamiler5824
8 ай бұрын
10:00 Regarding tier 6 arty, I never actually noticed how much stronger they are relative to higher tier arty. Up until a few weeks ago when I started playing French and German tier 6 artis for Excalibur missions and holy mother of god they're so strong. Even with 75% crew I feel like every other game I pen a shot. Even with non penning shots I can deal 200-250 damage on a direct hit, shaving off a quarter of HP from a same tier vehicle and be ready to do it again 25 seconds later. Frankly, it's ridiculous
@Vincrand
8 ай бұрын
One of the reasons you give to say that shorter range arty won't be viable is because of it's armor. The concept is about the gun not the armor. The SU-152 line was in real life classified as artillery. I don't think you can call their armor strong, sure it's not paper either and can bounce a shell once in a while, but it's not very reliable. Maybe have them being able to take a shot like a medium armored TD, but with worse DPM than medium/ heavy and td's. For people that think arty does to much damage. Look at the post-game screen and see how high arty usually ends in damage (or xp). Also compare the characteristics of the KV-2 152mm gun to the obj.261 gun.
@Zachonex1
8 ай бұрын
So my only frustration with arty is like you said the constant focus by some players. Some matches I get hit once or twice others I feel like I have a kick me sign on my tank. I'm in the camp of 2 atrys max should be the rule just because of of the possibility for focus. If WG implemented a system where players were "punished" for repeatedly hitting the same target I wouldn't mind 3 spgs. But If I only had to pick one 2spgs easy.
@loboptlu
8 ай бұрын
How about playing arty once. Lot of times there is no really choice especially depending the maps. So we concentrate on the one not being protected by houses or so and also sometimes lousy scouts only give arty one target only , had games where i did only get one shot because the other side had a fantastic scout and on my side there was only 1 detected once in the game ( yep we lost that one with no kills). And most of the time its the tank who moves into the shell because the arty precision is very low but lots of times the player panics and runs straight into it. Like dont go backwards if you hear arty shooting we love that, go forwards then we mostly overshoot ,backwards is helping us to hit you.
@Zachonex1
8 ай бұрын
@@loboptlu sounds like you don't rotate as the map develops or as you realize you dont have but one shot.
@loboptlu
8 ай бұрын
@@Zachonex1 sounds to me you want to be smartass and ignore that some maps are simply antispg and thats it. Fjords on the wrong side for example ,or ensk and himmelsdorf ,you can run around but wont help you what so ever.
@Zachonex1
8 ай бұрын
@@loboptlu you started with the smartass comments if you dont like getting them back dont comment. simple.
@loboptlu
8 ай бұрын
@@Zachonex1 nope you started it without any idea apprently , so what if you get hit twice ,your fault for exposing yourself dont give the fault to the spg player, and why not penalise anyone hitting the same tank twice , sound dumb ? Because the entire video is. And 3 artys? Havent seen a match with 3 in over a year. You sure you play the game? Since 1.18 its max 2 per game.
@johnloretta221
8 ай бұрын
great video and alot to think about. thanks for sharing! just got yourself a new subscriber! keep up the good work and videos!
@jamesprins9735
8 ай бұрын
I think you missed an opportunity to comment on counterbattery fire. As it stands, getting the needed direct hit is very hit and miss (see what I did there?) at the typical CB range on most maps, and so it's just not worthwhile for arty players to try to CB enemy arty. Incentivising with more xp/credits or some kind of slight buff (eg. -5% reload for CB killing an enemy arty, perhaps) could solve this.
@guvyygvuhh298
3 ай бұрын
We have this essentially useless skill in the game called sound detection and I feel like this is the perfect occasion to make it actually useful. My idea is, sound detection on SPGs exclusively would give away the locations of enemy SPGs after each shot. After the first, a 100m zone in the aproximate location of the enemy is shown, after 2 shots a 50m zone and after 3 the enemy spg gets spotted fo 15 seconds and no modifieres can change that. All the enemy SPG has to do is move between shots at least 100-150m away. Wg ruined the most fun part about arty imo, the counter battery fire aspect by adding rng to where the shells spwn from, I think its time to add back some much needed counterplay to arty. Smoke shells and illumination shells in limited quantities (3-8 shells depending on caliber, smoke would conceal tanks and work as a hard object spotting wise and illumination would eliminate or reduce the camo bonuses of bushes (based on class) and reduce the camo value of a tank to a certain % again,cbased on class. -20% absolute bush camo value and 30% hard camo cap on lights, -25% and 20% on top of reduced bush stacking on meds, -40% and 10% and significantly reduced bush stacking for heavies, -40% and 0% on top of removed bush stacking for arty and triangles) would be an interesting idea, it would add more gameplay variety and some neuron stimulation, but I'm not entirely sure if these 2 types of shells would be ok for the game Smoke would be a tool for arty to help tanks move into some cheeky spots undetected, but it would rise suspicions and illumination would be used to break shitcamping on maps like prok
@hadders0126
8 ай бұрын
so i play the console version of WOT and near the end of last year we got arty 2.0, i'm just going to give the stats of the T92 HP - 1400 View range - 400 meters Reload time 28.40 PEN - 120/370/120 Damage -1350/1100/1350 tho we don't have stun. what's the worse part of it is the T6 arty basically all of them have the same reload speed of an IS. Its very painful when your brawling in heavy's but every 10 - 15 seconds you lose 150 - 300 HP
@darkninja___
Ай бұрын
I think that “it’s annoying” is a perfectly justifiable reason to want arty removed from the game. The main point of a game is to be enjoyable, it “being annoying” is just another way of saying it makes the game less enjoyable, which is clearly the case for a significant portion of players.
@darkninja___
Ай бұрын
I also don’t believe that removing arty missions would remove most arties from games. While it maybe be true that 40% of players play arty for missions exclusively, the proportion of games they play in arty I suspect is very low compared to diehard arty players in particular. It’s not rigorous data but when I check arty players stats after battle when they pound me a significant proportion of them have 5k+ battles in their arty of choice and are clearly just playing it because they enjoy it, and often times it’s basically all they play besides pub stomp low tier tanks.
@jesushankerstein9487
8 ай бұрын
Before watching the video.. Artillery is a completely different WoT experience than any other class. It is still fun but WoT takes A LOT of learning to understand and enjoy. If you start with artillery and learn it it is a very daunting task to RELEARN WoT with the other classes. I went from arty main to unicom and I still look back at my time with artillery fondly (pre nerfs).
@snakeplissken1754
8 ай бұрын
The big issue was and will always be something very simple and that something cannot be changed ever in current wot, sadly. The game is about taking preferable encounters, fighting an enemy means you are usually spotted, specially in a heavy, so you do not want to do so unless YOU are safe from indirect fire while the enemy is not. This creates a broken system where actually moving to engage gets punished twice. Not are you handing the advantage of location to the enemy but also take indirect fire on top (which got even more pointless to do with stun implementation). On open maps the entire thing gets even more ridiculous, heavies "brawl" hulldown if possible with each other while someone else plays wack a mole on a random base. These aren´t favorable engagements but highly gambling influenced dice roles on top of the RNG you already have to deal with. Heck playing heavy on open maps with arty is worse than whatever prem ammo spam some people complain about. (Didn´t help either that most changes done to wot in last 10 years made people play far more opportunistic, aka everyone wants to hide behind the other and WANTS that other to go take the risk and spot) So what it leads to is anyone and there mothers wanting to sit safe behind hard cover or bushes (preferably both) as moving is just you begging to be sh*t. And that is never beneficial, specially so given that even all the armor in the world is not going to change the outcome that you get slowly chipped away with he and preserving your hitpoints till late game is a necessity. WG made many mistakes with WOT, arty is one, cluttering the maps with bushes/rubble/bumps in the landscape is another and you can bet that any attempt of them "fixing" the mess they create is just going to make it worse. What the game currently needs the most is a hard cap on light tanks/tds per battle. As those matches with lots of either are just a mess. No team needs 5 spotters in one bush nor 7 tds sitting next to the redline leaving it to maybe 2-3 meds/heavies to go places.
@m.al-h9108
2 ай бұрын
you got yourself a sub brother excellent wg critical content
@WattYulukinat
8 ай бұрын
arty shouldnt be able to see vehicles outside of the default render distance, make arty share the same render distance with every other tank, this will put arty in danger by requiring them to be close to the enemy to render them
@lncoming
8 ай бұрын
564m is too close on a lot of maps, given how many tanks go 60kph+. I agree that being in danger isn't a terrible idea with the current iteration of artillery, but making the range only 564m obsoletes every Russian and French SPG, due to the flat arch. Edit: Making everything's arch more extreme, to compensate for the shorter range, might work.
@WattYulukinat
8 ай бұрын
thats a good opportunity to rework many of the maps then@@lncoming
@WattYulukinat
8 ай бұрын
also i dont see the reason for changing the arch, take for example tank with no gun depression, the player chooses a position in which he doesnt have to rely on depression if that makes sense. Changing the maps to account for that should be a priority. If they dont change the maps but implement this feauture (artys having only 564m render range) then maybe give arty higher camo values, encouraging riskier plays. I hope that makes sense since i dont speak english that well and i cant describe exactly my thought prosses @@lncoming
@johantoong4357
Ай бұрын
I actually have a controversial idea with regards to arty. I started playing in 2019 and have logged about 35k games. Maybe 500 of those were in arty. A year in, during the height of Covid, I got my wife to start playing too. She loved the game just like I did, but before long, devolved into playing ONLY arty. So I have a personal insentive to sometimes see things from an arty point of view. This isn't about how stupid or unbalanced the class is. But have you realised it is the ONLY class that doesn't have a premium tier 8 with which to grind credits? Out of fairness, I think WG should introduce a premium tier 8 arty that arty only players could use to grind credits. Just don't make it you know, OP. Like the only other premium arty in the game.
@zeriano8590
8 ай бұрын
Lower the damage massively and proportionaly reduce mission requirements + increase rewards from match. Win/Win. You don't get hit for much and arty won't care, because game rewards them for the little damage they do.
@kacsomarci5175
3 ай бұрын
Hi! In my opinion all arty would need to get dmg buff, but only 1/team. That will cause: Players don't sit perma stun from 3 arty consistently, (Well yes. If 1 arty want, he keep you stunned, but still easier to move safe aganist 1 direction, then aganist 3), and artys don't steal the dmg, the stun and the kills form each other, as well give more roof armor (aganist the dedicated counter arty players) to the closed artys and more hp, to being feels good to farm them down, when you sucked from them in the entire game, as well remove the capability of shelf kill. If he went in the battle, the enemy sucked because of them, then he get it back when the enemy was shoting the living crap out of them. (And of corse with that there is some battle, when your time win, except the arty raw hp can make it draw, or make it a loss assault battle, due time. The last thing, to peoples had the possibility to give the steam back to arty what they get from them. The artys in my opinion is only bad due lack of counterplay (well it is a huge problem) and when you actualy get into them to give back what they cause to you, they just drown, or crash. Or even if you an arty player, and try to drown, the WG should give you enought HP to take the biggest shells max roll , and if the 10 second timer passed, (which is almost impossible to (dpm out by any tank) put back your hp into max, to you even extend your suffering if you try to drown as a penalty. And before I get, underwater arty can't shot back. So you get a harmless hp pinata, if he try to drown. (And that effect ends before the end of the battle with 40 seconds, to not made possible to artys to bring home a win by that effect. You still shot, and ram him to death, but why you do it? It's a free hp phinata who don't even hurt you. More damage = More xp, and credit. and just shoting the arty like there is no tomorrow after he made you suck is had a great entertainig feeling. And artys get hp, to tank something, so even they had the possibility to move closer and take 1 or 2 shots. And in close distance they can shot more AP, so they use their artys like normal tanks. And why I not found a good idea the accuracy penalty? Due that game is RNG based. If you give a higher range for RNG it still can had the possibility to pin point hit you even 100% worse accuracy. And "if the RNG aganist you" it will, but "if the RNG with you" the arty misses you with his most accurate form. Btw already rewarded by WG to shot large groups. due with that you do damage to multiple tanks at once, so more damage you put out with 1 shell.
@adamp9011
8 ай бұрын
Arty is a hard question to answer... Arty is annoying its not a good enough reason to remove it, its short sighted and buffs certain tanks that you can no longer dig out of strong positions. Here is what i think wargaming should do A. Make it easier to be counter its possible to do this now, but not many players whom play arty do it. Work like this, after say 2 shots a circle appears on the map for enemy arty as they keep firing thst will get smaller. This forces arty to move, they wont be constantly being annoying while they are moving. B smoke, make arty helpful to the team with smoke shells, these can be used to blind the enemy, as it will count as camo. C. Do something with stun, not remove it. Only on direct hit you most stun, as the shell lands further away the less stun is applied. Last note.. make the top down view with markers. They can see shells and such. This will make it harder to hit, so more thinking is required.
@adcaptandumvulgus4252
Ай бұрын
Oh yeah and remember that unless it's a relatively easy fix and it helps them make more revenue they probably wouldn't be interested in doing any changes that majorly affect the game, in my not so humble opinion.
@ryokajimosensei2780
2 ай бұрын
Remove the Stun, give them back their damage. It sucks to see a big gun do nothing in this game. To balance it out, increase the reload, and dispersion.
@Psychedelia_1
8 ай бұрын
My opinion about arty is pretty simple just have 10-5-2 sec stun no crew debuff also less damage over higher distances like the new polish tds that are upcoming in future of wot and i dont mean alot of damage just a fair amount in close range i have been hit for over 500 damage in many occasions and i feel kinda unfair about it
@lncoming
8 ай бұрын
I'm very curious how that damage mechanic will work, because it seems (if RNG also contributes to the damage rolls) that it can be quite frustrating to play. I could be very wrong though, we have no idea how they'll work yet. As for damage falloff over range for SPGs, that is an interesting concept. Would have to calculate it based on time, since any other metric varies wildly differently between SPGs (distance, damage etc). Potentially lower the pen of an SPG by a certain % while the shell is in the air, thus causing less damage?
@PaleCaretaker
8 ай бұрын
So deal less damage when you play arty like you supposed to. Artylery is made for long distance fights.
@Vincrand
8 ай бұрын
@@PaleCaretaker arty already does way less damage than other tanks.
@Taffer-bx7uc
2 ай бұрын
Easiest solution is to remove arty and provide no compensation
@andrewwood7217
Ай бұрын
As a disabled vet with the use of only one hand I can only play td’s that camp on the red line or arty so I’m guessing you just think I should piss off then ?
@Taffer-bx7uc
Ай бұрын
@@andrewwood7217 Yes
@BlackoutGootraxian
Ай бұрын
@@andrewwood7217 Well... yes. No offense man, but you are part of a very tiny minority. A ton of people want artillery gone, and only a very few people like you play the game. Its like 0.01% ruining it for the 99.99%. Again, no offense, but if you only have one functioning hand, then maybe try less competetive games?
@andrewwood7217
Ай бұрын
@@BlackoutGootraxian I guess I fought and got disabled so you have the right to just push me aside like some old trash Good luck with your life I’ll keep playing and if only .01% of the 7200 players on the NA server actually play arty that would be a total of 72 artys in the whole game And for the record I believe you get owned by an un seen TD that recks you for half your health more often than an arty does since they haven’t hit that hard since the 9.4 patch 8 years ago
@kermitthefrog1176
28 күн бұрын
@@andrewwood7217honestly great point. I despise arty and camper tds a lot. And i truly hate them. Simply bc the insanely one dimensional playstyle, and how they are rewarded for it. And since the HE changes arty as broken bullshit as ever i really think how is that possible that some guy sitting in a1 has more possibilities than me in my medium tank, the supposed allrounder who tries to make plays. Dont get me wrong arty and camper tds should be in the game bc honestly they are needed. Even tho i still despise them. Arty is supposed to be a tool to dig out campers, yet rn its just nutting on everyone it wants without repercussions. To quote pukalo: "unfair and broken". I have 2 ideas how to rebalance them, but a grain of salt is advised bc they are really out there 1: nerf stun shell dmg so it doesnt just shit 500 into my heavy frontally, keep the rest the same 2: nerd aim time, nerf dispersion, buff accuracy. This way they can only punish stationary targets. Still ppl myself included will continue to despise arty bc its a shitty low effort yet incredibly rewarding class. Lets put the truth out there... Current arty literally takes no skill to play, i could probably sit my dog down and he could still play it on acceptable levels. They took out the sole limiting factor by giving them insane splash radius and stun. You are getting rewarded for missing quite literally. Imagine your enemy just spontaneously combust bc your kv2 missed a shot. Surreal right?
@ArmoredsoldierCZ
2 ай бұрын
Imo, arty should get some kind of buff instead. As someone that at one played arty quite frequently (not every single battle btw.) i can say that there are quite alot of things that just truck with you. First of all, maps. There are open maps that are good for artilery. But then there are city/mountain maps where the arty sees only like 20% of the map (majority being where enemies are not at like 1 minute of the game) Next thing, ammo. Mostly people complain about splash damage. But get this. If splash grenades would be removed, the arty would be useless at like 90% games due to how inaccurate it is. And the long ahh aim time after turning. Oh and the reload time... Also to the ammo thing, even if it hit direct, you would do like 150DMG with splash ammo, like 350 with non splash ammo and then AP, you are forced to hit direct and hope that it wont ricochet or just not penetrate for like 440dmg in a span of like 45 seconds, which for example IS-3 can do in only like 16 seconds and TDs in like 10-12 seconds. And still there is the inaccuracy and time to aim and reload. The arty also needs protection since its health and especially its armor are almost non existant and it is basically blind. Those that complain about arty either like to camp in one sector, being happy at how they can abuse being invincible or are just the type of player that travel or just hang out in place with no cover. So imo, if there is something they should do, then its buffing them bit (not like how it was in older world of tanks where tier 8 arty (max. tier) could probably oneshot tier 10 with not much effort. Either bit more damage or buff aim speed and accuracy. AGAIN, keep in mind that artilery does quite well in open maps, but can do almost nothing in maps filled with buildings and/or cliffs.
@armandosignore3120
7 ай бұрын
Dude, you often get hit by some "regular" tank 3 or 4 times in a row..that is ok as long as it's not arty? WTF?
@joshsearson4510
2 ай бұрын
Getting hit 3-5 times, right, unless it was an GC Conquor slinging HEAT an one shotting your type 5 heavy from behind a giant mountain from across the map 3 minutes into the game....but ya....balanced. or getting blind shotted by an AP shell from across the map by a T92 in my Jpnz E100 At the end of a match, one on one....alot of problems with arty back in the day, and the nurf was TEN YEARS over due
@drhelianthus5707
8 ай бұрын
M53 Equalizer would be great, having only two premium tanks, shows the game is better on console. Shell shock is a great feature, but reduced splash and damage reduced the fun of playing arty, still remember SU-26 122mm.
@unknown_player9498
6 ай бұрын
great vid keep u the work man
@torifin755
2 ай бұрын
artillery, is one of many, MANY reasons i went from WoT to War thunder. Now war thunder, has problems of its own (which i will not put here as it shares the same ish problems as WoT) But at least in war thunder artillery doesnt exist. and is only a option mediums/lights can call in which radically get less accurate the further away the target is from you and doesnt kill in 99% of use cases
@nopeitwasepilepsy4616
2 ай бұрын
I might get bricks in the face for this but what if they add co-op mode like in WOT console and WOWS and limit SPGs to that mode only because: 1:Co-op would be perfect not only for new players to learn but also casual players like me who just want to shoot tanks 2: Bring back the high alpha high pen or what ever system they want but limit them to co-op only so they can enjoy their games without ruining other's experience
@zuperdrunk
3 ай бұрын
good old high damage no stun arty was the best, made you play with fear of getting hit, yet you got the damage, some wrecked modules, but you continued, not having to waste a repair and med kit like today, even scouting, if you got 1 shot, bad for you, learn to hide and spot better
@tudormese
8 ай бұрын
I really think the game community is the main issue here or perhaps a fundamental issue with the game itself. Everyone in your team is at eachother's throats in almost every game you play. You always get judged for your playstyle, you are not allowed to be creative and you can never play the game how it was supposed to be played, being a team based pvp game. Arties seem to be the only class where your team doesn't shout at you 24/7, because you only have a single role to fulfill. Whereas when you play any other class you are belittled any time you play too defensively or too aggressively. I really wish WG gave the game more freedom in what you can do. Open up the maps, let people experiment with new positions. Stop making the matches so competitively tedious. The game is so focused on only rewarding you for winning that players start to sweat too much for a game that is essentially just an RNG fest. I don't think anybody would complain about arties again, or any other RNG factors for that matter, if everyone actually had a fun time playing the game, with no particular goal besides a steady game progression. Perhaps I have a skewed view about what this game is supposed to be, but I've never categorized this game as a MOBA myself. I've kept interest in the game ever since version 0.7. So I caught the times of mountain goats and just generally casual playstyles among everyone. I more-so think this game should've been partly sandbox, RPG then combined with the team play. I understand if the majority won't agree with my view, after all I'm more of a casual player than a competitive one. But I've not really been comfortable with games that actively ruin your mental health just by playing them.
@mryancharcoal
3 ай бұрын
to me, i think a simple fix for arty based on this video is remove/change all campaign missions that require arty. you would remove every arty out there that is being played by campaigners simply to beat the campaigns. what about arty mains trying to beat campaign missions? well you can't complete them anyways without playing regular tanks so boo whoo (respectfully). the only thing you would have to do to finish the "fixing" of arty is nerf the bloody lefh and finish the nerfing done by 9.18 and nerf the t6 arty. you can't do more nerfing to the general arty base cause then people who main arty won't play anymore, but nerfing the lefh and other t6s and making it so you don't have to play for campaigns would go a long way in removing alot of arty in the feild and make low tiers less toxic because it is my humble opinion that the lefh is the most toxic tank in the game.
@Apocalypse0505hun
3 ай бұрын
Tbh. I dont play the game since a long time now. Simply unenjoyable, just a source of frustration and stress. The game is simply not fun, not just because of the SPGs, but a lot of factors, for example: - Very unbalanced vehicles - A sh*tload of OP premiums releasing constantly, which are not just better than their tech tree counterpart (if they even have one), but they are overpowering it by a longshot. - The map designs are just bad, especially if we take into account the SPGs... They either end up in a campfest, or one team steamrolling the other. - RNG, RNG, RNG...
@adcaptandumvulgus4252
Ай бұрын
The leaf blower is still probably one of the worst tanks in the game because what it does to early game players attitude towards arty play. So they quit early before they get a chance to see what the game is really like because of the cancer that rains down from the sky... I'm not omniscient though, that's just my two cent hot take.
@Not_Laci
Ай бұрын
I watched the whole video so don't giggle at me, i agree with the stun debuff crew removal it's a good idea. But i would still rather have the 9.17 arty BUT with the current firing indicators so players could actually maneuver away. Old arty was way more fun and rewarding to play as. Sure you would ruin someone's game once or twice, but being one shot sometimes then going back to the garage right away to play with another tank is just so much better than being slowly tortured every game. It's boring for the artillery player and very annoying for the receiving player. (And don't come at me with me being an arty player, which i am not, i played my fair share of games in all classes since 2013 up until 2023 where i called it quits since the game no longer brought me joy *mostly looking at the BZ176*)
@whizzdom6923
Ай бұрын
Love it when your the lowest tier tank but arty spends the whole match trying to hit you???
@oldewolfe6968
8 ай бұрын
Stun is Annoying, Yes... I can see WHY they Use it, you're Crew is in a Giant Tin Can afterall, an Artillery Shell landing Close to it would be like Ringing a Bell on the Inside, Close being Relative naturally... THIS is never gonna be an Easy Fix regardless, some'll Hate the Fix and Others Won't, same as Now, Same as Then... I think EVERYONE Needs to actually PLAY it to Understand it though and see what really Happens in the Grand Scheme, the Kills are Far Less Frequent than they Think they Are, Stun is a Half Baked and Lazy way for WG to Fix it.... A 155mm Shell can Vaprorize a 7-11 and it's Parking Lot, so One Shots aren't a Surprise either, but Artillery does't Fire ONE Gun at a Time EVER in Combat, they Fire a Coordinated Barrage from Several Guns from a Full Battery, if not the WHOLE Unit, so frankly, we're getting off Easy in this Respect... The Idea is to Clear the Whole Grid Square of Anything belonging to the Enemy... Even the Real Guns aren't Accurate in the Long Haul, but they Know this, so they Use More Guns... Only thing Range gives you is Time to Aim Fully on a Spot, not a Tank, you need to HOPE that the Tank happens to BE on that Spot when the Shell gets there.... And not all Artillery Hits are Targeted, everyone forgets about Blind Shots, somedays you Pick the Wrong Bush to Park In and Artillery Gifts that Bush a Present in the Hopes someone Parks there, Congrat's you Win the Prize... Any Artillerist that knows the Maps, where People Sit and Camp, can Eliminate Tanks without ever SEEING those Tanks... It's what they Do, Here's the Cooridnates, Drop'em Here and we'll see what Shakes Loose... Yes, I know it's a Game, but that Same Rule still Applies, don't HAVE to See it, just SEE what Happens when you Fire there.... Alotta my Artillery Kills are Blind Shots, because I have a pretty Good Idea where People Will or Won't be, it just gets Expensive is all when you Miss alot.... Artillery is already a Crap Shoot as it is, Yes it's like Pulling the Handle of a Slot Machine and just HOPING it Lands on a Winner... More Often than Not, it doesn't though, you Kill more Scenery in Artillery than you do Tanks... I just stay off their Radar as Much as I Can and I Hunt them Down, easiest way I know to Fix It, is to be the one that Kills It... Kill Red's Artillery and it Takes ALOT of the Pressure off your Team, even if you Die doing it... Because, let's Face it, as much as People HATE Having artillery in the Game, as long as it's on THEIR Team, and not the OTHER One they're Good with it so it's Inevitable that the Red Team'll come Off the Front to get you when you're Harrassing their Artillery.... Personally, I think WG needs to put them Back to Upwards of 5 a Team like the Olde Days and Fully Capable of One Shotting a Tank, maybe this Current Generation of Player'll Learn to use the Mini Map and Cover Better and do alot less Camping/Hiding when they Know they can be Removed in a Blink of an Eye from Across the Map for Sitting there, basically, Roll it ALL Back to Pre 0.9.18 and see what happens Now.... I haven't Played my Artillery in years now except the Leafblower, and only because it's one of 3 Tanks on my Suicide Squad at that Tier, I have the Sexton, but I Rarely Play it... I need Artillery 15 for the T28 HMC thing, but I'm not Bothering with it, only Tank I was Interested in in the Campaigns was the T55A anyway.... Still HAVE all my Artillery, but I never Dust'em Off and Get'em Outta the Garage, they were OK back in the Day, Less OK Now, so a Waste of my Time... I have Friends though, mostly Disabled, that Artillery is all they can Play as it is so when people scream Artillery needs Removed, I just tell'em it'll never Happen, this is is just one more Reason WHY it'll never Happen.... And we've Seen WG Rebalance Tanks in the Game only to Screw them Up even Worse than they Thought they were to Begin With, then Never get the Replacement Fix Right Either instead of just Rolling Back the Initial Changes....
@pancerroaring9984
8 ай бұрын
What if arty had a smoke shell, a shell that would spot an area in a 10 meter radius and the marking shell like you mentioned
@joebidenisagayretard2410
8 ай бұрын
Then passive scouting would be completely ruined and pointless making the class completely unbalanced because it’s fundamentally bad for the game to exist in the first place
@pancerroaring9984
8 ай бұрын
@@joebidenisagayretard2410 isnt passive scouting kind of camping in the same place waiting for things to happen? Nobody likes a stale game, and if the enemy team has a light while you don't, you basically lost the game. You could make it so the light tank knows and sees that a spotting shell has been fired and maybe that shell could be slower to allow the light to reposition in time for it to land, or you could make it a very small area of effect, maybe 5 meters or less. This could balance it out imo
@andythoms8130
8 ай бұрын
Game would probably lag with the smoke effect.
@PaleCaretaker
8 ай бұрын
Why would we care about supporting you? You want spot, play light.
@pancerroaring9984
8 ай бұрын
@@andythoms8130 have you seen smoke in frontline? Or steel hunter? The game can 100% handle smoke
@poserbob6888
8 ай бұрын
All we need is a filter for artillery, i can ban maps, so i should also be able to ban artillery from my games.
@krystiang50
8 ай бұрын
it is better to have 2vs2 artys in game than red line campers in Leopards
@demondkiller666
2 ай бұрын
My thoughts as a Arty main that stopped because stun felt scum baggy and stopped playing entirely for a while now. 1. Remove Stun - It feels bad to be stunned and stunning is not engaging as a mechanic FOR arty players 2. Higher Archs - This would increase shell travel time and allow more thought behind firing 3. Increase Damage to HP or Modules and Crew - This will make Arty more effective as either a damage dealer or a support 4. Longer Shell Trails - This improves counter battery so Arty is shooting each other more to help allies and encourages arty to do more then Sit Still 5. Global Ping - Since Damage will be higher and shell travel longer a general ping to all players that an arty has fired would give players a choice (do I hope its not shooting me or do I move) which will give agency to the ground players 6. Keep long reload times - I liked the longer reload times as a Arty main it felt more fair 7. Reveal if not moving - If an Arty stays in the same spot for multiple shots Reveal them globally until they move so many meters. Is this the end all be all fix, No, Is it a Fix that can make it fun to play as and against, Maybe, is it a better fix then Delete Arty, Yes. I know I'm late to this video but I wanted to throw my hat in on the old topic. Thoughts?
@sttoha798
Ай бұрын
Its not a controvercy at all. Arillery is bad, both bad to play against it and to play as. Its unfun, punishing for no reason, can not realistically be countered, shots are 100% random and can do either nothing or much more impact than they should. Artilery should be just deleteted or rerfed massively. There`s nothing to discuss
@lncoming
Ай бұрын
Saying it's bad to play as, bad to play against, and needs to be deleted or nerfed massively, tells me it's kinda controversial...
@danibojko3844
8 ай бұрын
I think the idea of the stun is good, but it needs rework. The shell should only stun upon a direct hit: this way, the crew concussion would actually make sense. If it misses the target, it would still cause the usual damage. This would punish players who are standing still in the open and reward good artillery players who can lead their shots. It might sound like a nerf, so to balance things out, we could cancel the ability to remove the stun with med kits and implement a range stun mechanic, where only the crew members in the affected range would get stunned. This would also mean that, depending on the hit, some crew members would experience less stun time and effect than others. The crew members could also adapt to the stun, which means that the more times they get stunned, the less stun time they would receive. Edit: The idea is not perfect, it could have some tweaks, but i think it can serve as a direction.
@krang7245
3 ай бұрын
there is a way to improve arty in a way that is more helpful then just attacking at one point at a map how about we give them smoke shells so they can add cover to help ur team move up or out of a situation or have them be able to do something while they have down time on the main gun like for instance add them the ability to make dig in positions for tanks, now i know what ur all thinking why would anyone do this for other ppl who would be willing to just help out when they get nothing in return well maybe its time we change how we see this game instead of chasing dmg or stats, if im being honest they need to change a lot of other aspects of tanks too not just arty but thinking that geting hit by a 600dmg shell from arty is unfair but getting clapped by 1800dmg hesh is ok cose its TD makes no sense well i could say more but i hate typing essays
@o-hogameplay185
Ай бұрын
the issue is that none of your proposed ideas solve the main issue: it requires zero skill. or even less. a cheap tool designed to keep the worst of the worst players in the game. and it is impossible to make it fair and balanced in it's current form. so here are a few ways to solve it (and in smoke cases make it more fair, tho not completly fair still). 1: convert them to TDs. it is not the "direct fire" BS thats on the russian server. they would act as tank destroyers with really big guns. they could keep their current HE mechanic (so having splash and no overpen, but can be caught by fences and walls), so it would make them unique. obviously the stun should be taken away, but your stun replacement idea could be implemented. lastly give them a bit more view range, HP, and better gun stats (faster aim and reload, better accuracy). this should include the premium arties too. this way they would act as some unique TDs, where you need actual skill to use them 2, change nothing, but add an option in the settings that does the same as the one with the 30v30 matches, but this one would just disable matches witha arty. (and i dont care how long arty players would have to wait for the MM in this case, they deserve it) 3, this is where they keep their indirect fire, but the changes are: give them 1hp, and any hit they get will destroy them (even if it would only be a crit). make them take team damage (and no penalty for TK-ing them). each team should have 0 or 1 arty, and if one team loses their arty, the other team loses it automaitcally too. their view range should be entirely removed, so they should literally be unable to spot (not even in proxy). also they only should be able to shoot when it is fully aimed. the arty also should be spotted for every enemy throughout the whole match. an overlay (similar to the one when the arty player designates the area they target) should be on the map for the enemy team clearly showing where the enemy arty is aiming, as well as a reload indicator for them (displaying the enemy arty's exact reload time and shell tehy use). arty should be able to do team damage, but every time they do even a single damage to their teammates, they get instant perma ban (this includes ramming too) any kind of arty missions should be removed. any player with over 50% of their vehicles/matches played being with arty should be perma spotted in every match even if they play a normal tank (and this should remain even if that ratio drops) make the arty unable to shoot shorter than 70% of the map side length (so if the map is 1000x1000m, the arty can only shoot at targets that are further than 700m, so they would only shoot the campers (because WG calims arty is to "prevent camping"). WG should look for every clue when an arty player destroyed their own vehicle (even in the past, in replays, videos, streams, etc), and perma ban the players who have done it if one team has only arty left they automatically lose the match make arty unable to reset cap make arty players pay for the repair cost (and consumable costs if they have to use it due to a hit from arty) of the enemy players they hit make the crews of the arty reset to 50% (and lose the skills too) each time the arty is destroyed remove them from every mode except random games when a player aims at an arty, the player's dispersion becomes 0, meaning they won't miss the arty make a limit on how many matches can a player play with arty in each month. let this monthly limit be 3 matches. if the 3 matches are already played, but the player click on the battle anyway, they get perma banned in these cases it would still be unfair, but at least managable.
@leopardspheel3638
5 ай бұрын
Although I'm super late so nobody is gonna see this, I feel like it so yay or something. I don't think your idea will work. The only truly effective and useful way to play arty is by focusing the targets that need to die. As much as getting focused by artillery isn't fun, it is the only way to be useful to your team. Priority targets can change, and can do so very rapidly, however there are many cases where it just doesn't. Any game where there is a chieftan or a kran will almost always result in a garbage hull down match where cupola sniping is the only way to win, and thats not fun in any way. I think the problem with arty is embedded so deep within the game itself that just changing artillery isn't enough. In my opinion, we just need a completely new game. World of Tanks has it's moments, but it's got so many issues both with the devs and greed, the game design, all sorts of different mechanics, pretty much the whole game is an issue with how full of them it is. I'd go into detail but I can't be asked to write an essay in a youtube comment. I'll throw a few of the major issues below: 1: The game is way too luck base. Being bad at the game can still result in carrying just because you got constant high rolls and insane accuracy rng. 2: The design of the shell mechanics and shell types is just bad. Yes it is an arcade game, but I think they could've done better. There are way more shell types than what we seen in the game, and there are definitely ways to add a lot of different shell types in without making them over powered/broken. I have a lot to say on this, but again, not writing an essay. 3: Poorly balanced tanks and too much tier compression. The first one needs no explanation, but the second one is something I have yet to see people talk about. I've noticed that a lot of tanks fit weirdly into there respective tiers, and while some variation in power should exist in tiers to add some more variation in gameplay, things like a BZ-176 and a Panther II should never exist in the same tier. 4: The matchmaker. So many issues. The lack of balanced MM is nothing new, but there are plenty of things that could be added in to improve it. Skill based MM for example. Balance the total skill level of teams so both get a fighting chance. More even tank match ups, fairly self explanatory. The volume of various classes in each battle, as well as the amount of players. I'll end it there, but there are quite a few more things I think need total overhaul. Feel free to argue with me, provide counter points and what-not. I'd certainly be interested to see what yall have to say, especially related to MM and tiers.
@YmusAnon
3 ай бұрын
Warthunder doesn't have this issue
@pader4471
2 ай бұрын
YEEEEES
@StevenFireWalker
8 ай бұрын
it wouldnt fix the game bc we have a handful of other issues, but as it stands not even WT has these similar issues... their issue is their BR tier system is trash WoTs issue is the lack of self awareness
@heathermcmillan5285
29 күн бұрын
world of tank spg is not artillery it is just a canon with tracks just take them out the game then the players can get the light tanks especially the rubber wheels and it will go on till there is only heavy tanks left
@thetanker8749
3 ай бұрын
legit only time i play arty is for mission thats it i've sold all of mine and i haven't and wont play arty even tho i still got arty missions
@alekseybabulin4884
8 ай бұрын
Big gin shold be big gun. Big gun shoot rarely, but hard. Stan is horrible, it annoy both SPG and target.
@NothingwrongwithmeitsaYOU
2 ай бұрын
Hah! Thank God im a War thunder player. Watching this just amused me😂😂
@Kar4ever3
8 ай бұрын
Everyone hates the counter to them. And most of the arty hate I hear can be chucked up to confirmation bias. They don't count the 5 shell that missed, they never noticed. But that miss that stunned them, GAME RUINED. And streamers like Circon have cultivated the arty hate. Made it into a profit maker. Making the playerbase get it into their mind, that it's all ok to do whatever and say whatever. "Coz they are not really people". Problem starts at home. Start with own behavior. Then others.
@stefankatsarov5806
8 ай бұрын
Sorry but it is not fun to be focused all game by someone that you cant see or even touch, they literally ruin the game for one or 2 players. The idea that you have your game ruined and not the other players is super bad and it isnt good for the game either.
@Kar4ever3
8 ай бұрын
@@stefankatsarov5806 You talking about arty or the heavies snipers WG are so fond of? Coz I can't tell...... I have WAY more problems with hulldown sniper tanks, than i do arty. I get hit by arty sure. But not that often. Or I at least don't fell that often. Maybe it's playstyle. I usually find myself on the weaker flanks, instead of hiding behind my team sniping away, making me a juice fat target for arty.
@joebidenisagayretard2410
8 ай бұрын
It takes 2 brain cells to understand that arty is fundamentally bad for the game.
@Vincrand
8 ай бұрын
@@stefankatsarov5806 for shits and giggles look at the damage and xp arty has at the end of the game. Then figure out how much impact they really have.
@allanmagi4143
8 ай бұрын
Artillery is a must in a game. It is gamechanger, doesnt matter if people want it or not, it is changing battles alot. I used to play SPG just for missions, but at some point I started using them more and more. I cant stand the thing that people are actually scared to take a hit or die in a game so much that they stay in a bush and watch you die. This is the main reason why I'd rather play SPG, so I dont depend on scared people. 2 out of 10 battles maybe there are people who will storm in as a group, but otherwise they just hide and camp, not because of artillery but for enemy fire. Im a TD and SPG person, most games played tanks are SPG-s and TD-s. I dont care what people call me, its not my problem they are bad at it or they dont like SPG. Its the community that made me play with it, not game or something else .....
@dallynegardner2262
Ай бұрын
New game mechanic ai return arty fire ? If you have this crew skill when your tank take a direct hit from arty your friendly ai arty fire at the general location of the enemy arty that shot at you.
@GG-jm6gi
8 ай бұрын
I USE ARTY as the commander of the battle. which is what it should be . and like the idea of marked for death. or giving incentive to players listening to the artys target. FYI arty is a losing silver tank.
@lncoming
8 ай бұрын
Every SPG in the game makes money on average. it is viewable in the tomato.gg profitability page (tank economics)
@imnotusingmyrealname4566
7 ай бұрын
DELETE ARTILLERY‼️ DELETE THE MEMORY OF HAVING WATCHED THIS VIDEO‼️
@adcaptandumvulgus4252
Ай бұрын
I wouldn't say Artie is a class of abusers but maybe it's like anything that can be abused it's the people that abuse it so if we didn't have those people that try to abuse things and play nice this probably wouldn't be an issue or at least a lot less of a pain in the ass like the current state things in my not so humble opinion
@Shifther134
3 ай бұрын
so a tier 10 bishop
@nathanielwarner4582
3 ай бұрын
I just like big booms and big guns
@thetanker8749
3 ай бұрын
i'm not very civil but since u asked to be i will only say my opinion on artys in the chems discord server and his videos thats it
@ik2a
8 ай бұрын
@chems
@dandelion44444
2 ай бұрын
30:30 this makes no sense in game. What would be explanation for that 😂 it has to be somewhat like in real life, not just because someone says so it's now inaccurate
@lncoming
2 ай бұрын
>it has to be somewhat like in real life SPGs would basically insta-kill anything on any battlefield if it made direct contact. We are so far past real life at this point.
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