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Upcoming balance adjustments


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RibbleStripe #481 Posted 16 April 2021 - 09:51 AM

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7.8 stats
 
Tier 10

 

Tier 9

 

Tier 8

 



Just_merpug #482 Posted 16 April 2021 - 11:51 AM

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So Emil 1 looks a bit OP, Centurion 1 really needs some love. Tier IX looks fine ;)

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irnel #483 Posted 25 April 2021 - 12:27 PM

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hello if anyone knows when he comes back uprising?

 



RibbleStripe #484 Posted 30 June 2021 - 10:13 AM

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Double stats pack has arrived

 

7.9

Tier 10
Tier 9
Tier 8

 

8.0

Tier 10
Tier 9
Tier 8

 



Mjr_Eazy #485 Posted 30 June 2021 - 09:45 PM

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and still the DeathStar (FV215b 183) is the worst tank in tier 10 by a long way and still it gets no love, any plans to make it slightly less horrible to play?

547146227.png

 


Endtastic #486 Posted 01 July 2021 - 11:31 AM

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View PostMjr_Eazy, on 30 June 2021 - 10:45 PM, said:

and still the DeathStar (FV215b 183) is the worst tank in tier 10 by a long way and still it gets no love, any plans to make it slightly less horrible to play?

Why? It is among the most played tanks, no matter whether is good or bad. Just goes to show, what people really want. Big boom, no brain involved, sit back brrr. The tank is fine as it is. 


                                                                                                                                       


RibbleStripe #487 Posted 09 August 2021 - 11:51 AM

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8.1 stats

 

Tier 10

 

Tier 9

 

Tier 8

 



Mjr_Eazy #488 Posted 10 August 2021 - 07:01 AM

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View PostEndtastic, on 01 July 2021 - 11:31 AM, said:

Why? It is among the most played tanks, no matter whether is good or bad. Just goes to show, what people really want. Big boom, no brain involved, sit back brrr. The tank is fine as it is. 


You got me, I like big booms, I cannot lie…

I guessed that’s what you’d say :) thanks for replying though…

 


547146227.png

 


O_o__O_o__O_o #489 Posted 10 August 2021 - 08:37 AM

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hey ribble im curious why nerf worst performing tier X heavy tank ?

RibbleStripe #490 Posted 28 October 2021 - 10:30 AM

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This year, we've been designing and implementing a new tank balance approach. As a result, systemic balance changes on Tiers V–VII were made. We've evaluated the outcome of those changes, seen them working properly and decided to apply the same method at Tiers VIII–X. Now, it's time to share some details and explain how everything works.
 
The thing is, we compare tank parameters and change them depending on certain vehicle's gameplay role. Currently, we're using the following pool of parameters (so called benchmarks):
  • HP count;
  • Overall protection or effective armor cross-section (is defined by minimum armor surface area in m² certain shells can penetrate);
  • Fire power;
  • Single shot damage;
  • Standard shell penetration;
  • Gun dispersion;
  • Aiming time;
  • Max speed;
  • Power-to-weight ratio;
  • Traverse speed;
  • View range.

 

Every tank has its own gameplay role (used internally) which depends on a vehicle type and its key characteristics:
  • Devastator (causes huge damage in a short period of time);
  • Dreadnaught (blocks and absorbs damage);
  • Stormtrooper (first-line heavy);
  • Cavalry (maneuverable tank, effective in flanking);
  • Sniper (shoots from long distance and keeps that distance);
  • Close assault (heavy with weaker armor but more accurate gun than in a Stormtrooper);
  • Close support (well-armored TD, fights in short distance);
  • Long support (ambush TD with an accurate gun and no armor);
  • Half-heavy (Cavalry/Stormtrooper hybrid, less mobile than Cavalry and has lower firepower than a Stormtrooper);
  • Scout (fast tank with low armor protection, provides initial spotting).

 

There are vital benchmarks for every gameplay role we focus on primarily. For example, a Dreadnought needs enough HP and small penetrable area, Sniper's efficiency depends on penetration, accuracy, and aiming time. While comparing tanks within certain gameplay roles, we pay attention on benchmark fluctuations. If a certain parameter deviates from the range, we adjust it appropriately.
 
This approach also works for new tech lines. Considering the desired gameplay features of those new tanks, we set their parameters according to benchmark range.
 
What happened to the good old balance charts? At the moment, we don't plan to share them since those data are no longer determinant when the decisions are made. However, we're studying other options to provide visual representations of vehicle battle efficiency and balance characteristics for you.


O_o__O_o__O_o #491 Posted 28 October 2021 - 11:03 AM

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thats good
hopefully you can also show in game for new(and old) players different types so we can see less people using maus in spawn bush

Just_merpug #492 Posted 28 October 2021 - 06:42 PM

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Thanks for sharing this, Ribblestripe. A very interesting exposition of the theory behind things. Mind you, like doughnuts says, persuading the playerbase to use tanks like they should be is the tricky bit. So many people just camp and wait for a red tank to wander into shot.
I'm getting increasingly frustrated by really bad players who don't even try to play. What happened to the "kindergarten" matchmaking? Or does it exist and I keep getting put there?
Ratings is also a complete shambles, flooded with salty reroll and novice players with premium tanks.
Fun decreases with the preponderance of non-trying players.

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