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Haggard
18 May 2013, 06:50am
Tankers!

Today we're peeling back the curtain on some of the major changes coming in the 8.6 Update, shared to us by Michael Jivetc, Producer on World of Tanks. Read below for more information.
Changes to Gun Accuracy

In our opinion this is one of the most significant changes that we are bringing to the game since 0.8.0.

For those who might be interested, here's the statistical theory behind the mechanic. In game, we currently use the normal (Gauss) distribution to calculate the values for shot dispersion. However, a limit for shot distribution has to exist, so all extreme values are restricted to the edge of the aiming circle. In simple terms, the limits for the most inaccurate gun would still be the limits of the aiming circle.

Currently, in Version 8.5, we have a 1.3 sigma set as a limit. This means that approximately 19.4% of shots will land at the edge of the aiming circle. There were good reasons which this limit was chosen back in 2010, but the game has developed since then and we are ready to move on.

For the 8.6 Update, we have decided to change the distribution model used for accuracy calculations, by increasing the limit to 2-sigma. This means that now only 4.6% of shots will land at the edge of the aiming circle. That’s nearly 4 times less than under the old model!

We have also decided that the spike on the edge of distribution is no longer required, so the landing points for shells will be distributed equally from the center to the edge of the aiming circle. This means that overall there will be much fewer shots landing directly on the limit of the aiming circle. In other words, the shots will be more evenly distributed throughout the aiming circle.
How Will it Affect the Gameplay?

It means that the accuracy of all guns will greatly increase. Players will notice much fewer shells falling on the edge of aiming circle; in fact such shots will become incredibly rare. We are decreasing the influence of random factors in-game, which means a corresponding increase in the value of player skill.

These changes will apply to all tanks and tank destroyers in the game. We have decided not to apply these accuracy changes to SPGs as it could potentially damage gameplay too much. The change will be compensated for by a slight increase in shell dispersion. If you've already seen leaked information about the 0.8.6 Update SPG characteristics, please do not worry. It's not a nerf, just measures to avoid "over-buff." The overall accuracy of SPGs will be pretty much the same, just more predictable.
New Mechanics for HEAT Shells

Currently, the way the mechanics work means that the effect of HEAT shells is barely different to normal Armor-Piercing shells. To increase the difference between them, and also to decrease the influence of HEAT shells on gameplay, we have decided to change their mechanics in the 8.6 Update to make them more realistic:

HEAT shells will start to ricochet if the impact angle is greater than 80 degrees. Please note that every shell can have slightly different settings. The armor penetration after ricochet will remain the same.
After penetration, a HEAT shell cannot ricochet inside the tank as the shell is transformed into a continuous stream.
After penetration, the HEAT shell will lose 5% of armor penetration force for each 10cm of travelling distance
After penetration, the force with which the HEAT shell continues to travel through the armor will take into account the angle of impact between the armor and penetration spot.

Overall, these changes mean that HEAT shells will now have ricochets instead of penetrations with 0 damage and less armor penetration values when it meets spaced armor (Maus drivers will love this change). Also of note, the tracks of a vehicle will also count as spaced armor for HEAT shells.
New Mechanics for Camouflage

Currently, camouflage patterns and camouflage net values work as multipliers in the overall camouflage calculation formula. So if the base camouflage values for a particular tank are low, the provided advantage from the both devices will also be close to zero.

We have decided to change this. From now on, the values for vehicles and camo devices will be cumulative. This means that now the camouflage net and camouflage pattern will provide fixed bonuses which will only differ based on the class of the vehicle. For example, TD's will receive the highest bonus.

To avoid side-effects with having nearly invisible TD's, it was decided to decrease the overall camouflage bonuses provided by bushes and fallen trees.
Changes to Credits and Experience Received in Battles

Currently TDs and SPGs receive penalties on the amount of experience points they receive per battle. TDs currently receive 33% less XP, while SPGs receive 50% less than regular tanks.

In the 8.6 Update, we will remove these penalties. This means that TDs and SPGs will receive much more XP per battle.
We will also add an assistance bonus for keeping enemies tracked. If you track an enemy and your allies then damage it or even destroy it, you will receive a bonus in credits and XP. The mechanics will be similar to the way the bonus for spotting currently works.

Pyro
18 May 2013, 11:12am
"In the 8.6 Update, we will remove these penalties. This means that TDs and SPGs will receive much more XP per battle."

My favorite part.

Lux
19 May 2013, 08:46pm
"In the 8.6 Update, we will remove these penalties. This means that TDs and SPGs will receive much more XP per battle."

My favorite part.

Ditto. Almost on a SU-8 and it feels like it's taken forever.

Dirk
20 May 2013, 06:15am
im going for the s-51. hopefully this update means it will be worth it.

Shadowex3
21 May 2013, 09:49am
There's an absurd nerf to arty coming with 8.6 though, so removing that XP penalty isn't going to help very much considering they're about to basically fuck everyone not already at the top tiers right out of the game.

Pyro
21 May 2013, 09:52am
Ive got the Object 212 and 200k grinded on it so i hope it works out decent for me :>

Dirk
21 May 2013, 02:06pm
There's an absurd nerf to arty coming with 8.6 though, so removing that XP penalty isn't going to help very much considering they're about to basically fuck everyone not already at the top tiers right out of the game.

does the s-51 count? because I will have wasted 120k XP otherwise

Harpr33t
21 May 2013, 11:43pm
does the s-51 count? because I will have wasted 120k XP otherwise


Every arty is affected but it doesn't matter much to tiers 7 and above.

Pyro
22 May 2013, 12:21am
Are there any notes on specifically how the change is going to go?

Shadowex3
22 May 2013, 08:41am
What I've heard so far is ~25% worse aim time, dispersion, and reload times combined with reworked damage mechanics that nerf artillery further. Tiers 7 and up won't feel this too much since they actually have enough alpha and wide enough splash to do damage regardless but everyone below that, especially below tier 5 where you're very nearly completely splashless, is getting fucked.

They're basically taking "Aim All Day, Miss Anyway" to a new extreme to satisfy the handful of unicums that whine about arty nonstop.

Dirk
22 May 2013, 11:44am
What I've heard so far is ~25% worse aim time, dispersion, and reload times combined with reworked damage mechanics that nerf artillery further. Tiers 7 and up won't feel this too much since they actually have enough alpha and wide enough splash to do damage regardless but everyone below that, especially below tier 5 where you're very nearly completely splashless, is getting fucked.

They're basically taking "Aim All Day, Miss Anyway" to a new extreme to satisfy the handful of unicums that whine about arty nonstop.

I should be fine with the s-51 then. its got 1800 damage so it should still work. I still dont get who is complaining about arty though. Arty almost never does all that well in battle and gets taken out easily.