WG wanted us to be a support class and we did that, we made the change. Every time a team mate hit the T key we would wreck-em,till the red team was gone. Now you want to nerf us again. you talk about changing game Mechanic, well this will change it for sure! From now on...they (my Team) can load gold! Because from now on Ill shoot every Medium, Light, and TD I can see! they can hit that T key till thier finger falls off. Ill only fire on a heavy if its the last tank left. Ill make Credits win, lose or Draw.
Posted this in the WG-forums as well, think Im not as far out in deep water as WG is.
As stated in a youtube-video on the 22 of March the changes to SPGs have two purposes:
1) Making non SPG-players enjoy playing against SPGs more
2) Making SPG-players enjoy their class more
The stun mechanic was probably created to make up for the loss of XP the damage nerf caused in an attempt to please non SPG-players. The changes to the stun-effect this time are way too small to make any noticeable difference to non SPG-players at all who will continue to be just as frustrated as before. SPG-players will quickly learn to fire just a little bit later, avoiding the halved stun-penalty by hitting the target just as the old stun runs out. This will possibly resulting in the target actually being stunned for a longer duration of time than before!
The only players that will notice a difference is the arty players themselves who now will have an even less impact on the outcome of the game. SPG-players still will obtain the same amount of salt from other players though, they will continue being bullied by other players with PMs and teamkills ingame etc.
On a side note, most if not all deliberate team damage in World of Tanks are done by non SPG-players. By the mist of the gods, what are you thinking of penalizing SPG-players only for team damage?!
All in all, thees changes totally miss the target!
Keep stun or roll it and damage output etc back. But allow up to 4 SPGs per game AND get the old tracers back in combination with double XP for countering SPGs. This will make countering a much more viable option for SPGs which will cause less damage to non SPG-players. Combine this with the wheeled new vehicles and SPG will be less of an irritant AND more enjoyable to play!
Ohh, I forgot. I like the change to spall-liners where mobility is traded for tuffness, sound just about right. However, should the increased in effectiveness by the spall-liner not also result in an increase in its weight? More protection->less mobility.
Been thinking this over and over again. To support your team what is needed is for arty to create a situation where other tanks prefer to spot for SPG and/or need SPG:s help to get ahead.
If it is going to be worth spotting for SPG an increase in damage is a must, thats when lights/gocarts will find it useful to risk their hp for spoting damage.
If SPG is going to help your team out it has to be able to punish static tanks in too strong positions, for this to happen the threat of taking SPG-hits must increase. After the nerf this is decreased making other player less reluctant to spider-sense their way out of SPGs way.
The way I see it "the arty of auld" did both of these jobs better.
OK, getting one-shotted in the biggest, badest tanks on the battlefield is never a nice thing so the damage nerfs kind of feels alright BUT the trade should never have been with stun, it should have been with increased splash radious instead. Also, the longer reloads made every shot taken count more, in short, made the tactical skill, the map reading ability of the SPG-player count for more.
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