Artillery and High-Explosive shells: Important Changes for 2021. Guide Park [World of Tanks]

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The comment section is a mess...

👍︎︎ 5 👤︎︎ u/I_Gnutz 📅︎︎ Jun 21 2021 🗫︎ replies

The Intuition Perk creates a 17% chance that the Loader will instantly switch the shell type to the type you choose. This switch will not reset the reload timer, and if the shell was already loaded, it will remain so.

So the skill is no longer a "chance" to swap the shell out, just a percentage of loading time once the shell is loaded?

👍︎︎ 8 👤︎︎ u/myonkin 📅︎︎ Jun 21 2021 🗫︎ replies

1.13 is worst update what wg ever maked, they destroyed last fun thing in this fucking game - derps, for me its time to say goodbye to wot because i will not lose my time in this game, wg is just pice of shit (ye i know am toxic but community is just money cow for wg)

👍︎︎ 2 👤︎︎ u/matymajuk 📅︎︎ Jun 22 2021 🗫︎ replies

This is a well written explanation of the new changes... does a pretty good job of outlining how things are going to change for arty and for tank HE...

👍︎︎ 6 👤︎︎ u/avalon304 📅︎︎ Jun 21 2021 🗫︎ replies

Talk about not listening to player feedback and pushing out an update for the sake of change, these changes are mostly bad and people who did not even participate in the multiple test servers iterations are shilling for WG and have no idea how much damage has been caused to the game with this update, leave it to the Reddit players to disregard feedback and warnings from people who actually tested these awful "new" HE shell mechanics by down voting anything being critical of WG.

You fucks asked for this and now you will see what hull down monsters tanks such as the Chieftain and 279e can do now that the time to kill with HE increased significantly if you own a krangvang or heavy hull down tank with virtually no weakspots get ready to be even more indestructible.

The Spg change's are just as bad you cannot balance indirect fire remove them from the game, also WG is planning to sell premium SPG M55 now that they "fixed" artillery these changes were made to promote sale of premium rounds spall liner equipment and crew retraining for virtually every tank in the game with a commander and loader for both intuition and the new Commander anti SPG spam skill.

👍︎︎ 5 👤︎︎ u/SpliterFoxHound 📅︎︎ Jun 21 2021 🗫︎ replies

I was curious what they're gonna do about the Japanese heavies with those changes. From the companion post the answer seems to be "fuckall"

The Type 5 Heavy loads an HE shell and wants to hit a vehicle with light armoring, say, the Progetto M40 mod. 65. Thinking the old way and not considering the peculiarities of the new mechanics, it shoots at random at the silhouette of its opponent. But the shell hits a screen, and its penetration values are not enough to penetrate it. In this case, the Type 5 Heavy won’t deal any damage to the Progetto M40 mod. 65.

Instead, it should have waited for a more opportune moment to shoot at the sides, in the areas with the thinnest armor, or at the tracks (if there is armor behind them), which are now also considered a screen. In this case, the Type 5 Heavy would most likely cause maximum damage (if penetrating the armor) or some amount of damage (if penetrating the tracks and hitting the armor).

I thought "just flank them" was an old meme 4 years ago, and even them it was supposed to be about agile mediums flanking superheavies, not the other way around. Just flank the enemy, in your goes-20kph-on-flat tugboat. Yep.

Depending on what alpha the AP shells on 15cm will receive, you might still be better off using the old-new 14cm gun, which makes you a poor man's 705A that only exists to check if the enemy has 80% gold loadout (they will). Otherwise, you're still stuck with KV2 gun on T10, but one that won't do any damage to enemy fronts now.

👍︎︎ 2 👤︎︎ u/Sleelan 📅︎︎ Jun 21 2021 🗫︎ replies

Bey bey hetzer with derp. WG you broke my heart

👍︎︎ 3 👤︎︎ u/rkefreddyk 📅︎︎ Jun 21 2021 🗫︎ replies

Superheavy tanks were always kept in check with HE and even artys. Now they could be too OP with these changes.

👍︎︎ 1 👤︎︎ u/monroe4 📅︎︎ Jun 21 2021 🗫︎ replies

Welcome to World of heavy tanks.

👍︎︎ 1 👤︎︎ u/Alixsky 📅︎︎ Jun 21 2021 🗫︎ replies
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Artillery and high-explosive shells are the two things that have been on the minds of tankers. It took several large-scale Sandbox tests to decide how they would look in the future. And most importantly, how they would feel. The thing is, these changes are important. They affect complex systems, and this entails consequences. Both separate and combined tests of HE shells and artillery were conducted. And not in a vacuum, but in close cooperation with players. Now that the hard work is finished, all the changes are ready to be added to the game. In the wake of Update 1.13, it's time to delve into the topic and figure out what awaits us all. ARTILLERY AND TOOLS TO COUNTER IT Throughout the history of World of Tanks, artillery has changed many times, and sometimes drastically. New changes are largely aimed at decreasing the amount of stun in battles. And this is clear to anyone who has been on the receiving end of artillery at least once. The less stun, the longer the vehicles, and nerves of their commanders, live on the battlefield. Now the therapy course includes new tools to counter SPG. My all-knowing colleague will tell you about them. Let's start with the simplest and most noticeable change. The brighter artillery shell tracers are now clearly seen in the sky. They help you understand three things. First: artillery has fired. Well, in case you didn't figure that out immediately. Second: approximately where it fired from. And third: where and how the shell flew. If you put the pieces of this very important information together, you will understand where you can hide and where you shouldn't go. The initial point of tracer display is calculated randomly along the trajectory of the artillery shot. At the same time, the tracer appears at at least 10 meters from the SPG. Putting it simply, it doesn't show the exact position of the artillery. But attentive tankers can benefit from it even not having all the cards in their hands. The impact points of SPG shells on the minimap will allow the monitoring of artillery actions and help work out tactics. It's been always useful to look at it. But now there's even more reasons to do so. A marker in the shape of a circle with a dot at the center appears on the minimap at the point of impact of the enemy shell. It disappears after 10 seconds, but it's long enough to take note of it. If you see one explosion or tracer near you, while there's another impact marker on the other side of the map, this means both artilleries are reloading. So you have a window of opportunity to change position, or attack without fear of a sudden artillery strike. While tracers and impact points require your attention, Sound Detection is more about your reaction. This is a completely new commander's perk that warns you about incoming enemy artillery shells. If your vehicle is in the impact area at the moment when artillery fires, you will see a special indicator showing the direction of fire. You need to act immediately after Sound Detection activates. Yes, it doesn't guarantee you'll completely avoid damage, but it helps reduce it, sometimes significantly. A slow tank—and it's almost always a well-armored tank— won't have time to leave the impact area, but that's not required. It's enough to turn your hull when playing, for example, the E 100, and expose your thicker parts, this alone will help significantly. Faster vehicles will have time to hide behind cover and decrease the amount of burst damage or even avoid it completely. It also worth mentioning that Sound Detection won't activate if your vehicle rolls into the enemy shell trajectory by accident. Provided that the distance to the point of impact is more than 75 meters. If the vehicle is within this radius, the tanker will see the Sound Detection indicator. Another new feature… I haven't finished yet. The other case when Sound Detection doesn't work is when a tank rolls into the impact area after the artillery has fired. This can happen to a vehicle that is moving fast. Ehm… Thanks. Now, when we've dealt with this topic, let's talk about the artillery itself. The first change is seen right away. Three shells in the arsenal. This is not just another icon at the bottom of the screen. This is an important new tactical feature. All three shells are different. Each has its own strengths and purpose. The first is the familiar, standard high-explosive shell. It's the simplest to use. It causes damage to several opponents within the burst radius. This is the only shell that causes stun. There's one problem with this, it doesn't cause critical damage to internal modules and crew if it does not penetrate. But it doesn't need to. A standard shell is like a pair of everyday sneakers. You don't think much when putting them on. The range of use is wide, but clear. A target moves fast. An enemy hides behind cover. Several tanks are close to each other. The choice is obvious in all those cases. The second artillery shell is an alternative shell. This is also a high-explosive shell but with obvious differences from a standard shell. It doesn't cause stun to the enemy. At all. And its burst radius is half the size. However, its armor penetration and damage are a bit higher than those of a standard shell. Just what you need when firing at a slow target. And if it doesn't have much armor, that's even better. Standard and alternative shells are the foundation of artillery firepower. These are the most used shells that suit the majority of combat situations. Until there's a big, heavy, slow tank focused on survival in your sights. This is when it takes the stage, its Majesty Armor-Piercing Shell. The Third. Well, in some cases it can be a HEAT shell. By its purpose, this is a tactical shell with the highest armor penetration. If it penetrates armor, it causes more damage than any HE shell with non-penetration. For obvious reasons, it doesn't cause stun and has no burst radius It sounds like a situational superhero shell that comes to the rescue when regular HE shells fail to perform. Like when you need to fire at a tank with a Spall Liner. But what is its true effectiveness? It can ricochet or miss the target. At a first glance, there's little point in it. Well, that's your opinion, but I base my decision on the facts. Let's do an experiment. Two 60TP twins and two SPGs with different ammo loads. As you can see, high-explosive shells don't always hit the target and cause significant damage. For a series of shots, the damage with armor-piercing shells is comparable to high-explosive shell damage. The numbers are beautiful, but emotions are important as well. It's very satisfying when you hit a heavy tank with an AP shell, penetrate it, and cause damage. Oh yeah! From this shocking news, let's proceed to other important details. Each of the three shells travel at their own speed and trajectory. It's important to keep it in mind when planning your next shot. A standard shell has the most curved, most comfortable trajectory. But, it's velocity doesn't impress. An alternative HE shell travels faster, but at a less curved trajectory. The trajectory of AP and HEAT shells is flatter, which is not always convenient. However, they can't be matched in speed, and this is important when taking lead of the target. The key to artillery success is the combination of all three shell types. You can't categorically say that one of them is the best. They are tools that allow to adjust for the ever changing battle situation. Using only one shell type is like driving at night with your lights off. It's strange at the very least. But most importantly, it's dangerous. When the enemy tanks are preparing to attack, it's reckless to aim at one particular tank to fire an AP shell. It's more logical to hit several vehicles at once with an HE shell, preferably with stun. But the long reload… It doesn't motivate to switch shells. What do you do about it? This is where the revamped Intuition skill comes in handy. The already loaded shell can be switched to another in no time. Well, you can see the precise time under the reload timer. The fully trained intuition accelerates the reload by 60%. The Commander bonus provides 6% more. With the Brothers in Arms perk, food consumables, Improved Ventilation (including the one for Bonds), and Directives, you will be able to switch the shell even quicker. However, if you switch a shell during reload, Intuition won't work, and the full reload of the next shell will start. If you do everything in time, you will be able to react to the changing situation. Of course, you wanted to know, but were afraid to ask: Intuition works in the same way for other vehicle types. Here you should take note of one nuance. Different shell flight trajectories make the gun re-aim after switching shell types to fire at the same spot. So if an SPG is parked improperly, the gun aims in two planes at once. Due to that, the aiming circle widens like a first grader's horizons. You just need to remember this and accept it. Finally, a few words about aesthetics and new functional features of the interface. The currently loaded shell type and its travel time are displayed right next to the artillery aim. The color shows whether it can reach its destination or not. If it's red, the chances are very low. If it's green, the shell can reach the target. Also, you can now switch modes from Top View to Trajectory view by scrolling the mouse wheel. All these new features expand the range of possibilities for artillery and increase its adaptibility. Three shells in the arsenal help adjust to various combat situations. It doesn't matter how many vehicles are in your sights, the artillery will have the appropriate response in all cases. Reworked Intuition will help react to the changed situation quicker. But other tankers are also in a winning situation, because the amount of stun has reduced significantly. And this change is noticeable right away. From the elevated artillery, let's move to a more grounded topic of high-explosive shells. This is the strangest shell type. It's clear with armor-piercing and HEAT shells, but HE shells… HE shells are a different matter. When you join a battle in your heavy… no, superheavy tank, you want to feel confident. Especially, when you do it correctly. Take the right position. Roll out. Remember to angle. Aim. And see… …hopelessness. Or not? The thing is, the mechanic of causing high-explosive damage has changed. Previously, HE shells caused damage by volume. This means that when an HE shell penetrated armor, it exploded inside, causing damage to the vehicle as well as to modules and crew members within the burst radius. If a shell didn't penetrate armor at the impact point, it detonated on the armor, and the mechanic looked for its thinnest part within the burst radius. And damage went through that spot. Yes, this led to different consequences, mainly to unpleasant ones. But do the new mechanics drastically change anything? It's hard to believe. Shells are still shells. Those HE shells, these HE shells… You have no idea about it yet, but you're already making assumptions. With the new mechanics, the picture changes completely. Now a tank HE shell causes damage not just anywhere, but where it should. To be more precise, at the point of impact. When contacting armor, a shell tries to penetrate it. If it fails to do so, it detonates. An explosion outside causes spalling, with armor fragments breaking off inside the vehicle. That spalling causes damage to the vehicle, its internal modules, and crew. The fragments inside disperse at the same distance as shell fragments in the old system. The difference is now that there are no fragments on the external side of the armor plate. And here's a thing that our nagging friend forgot to mention. The fragments are there, but they cause insignificant damage to the armor. If you fire at the ground near the tank, there'll be no damage. But you can still knock down a tree, destroy a house, or a small obstacle. That's the dichotomy of a high-explosive shell. Relax, guys. Things stay the same for you. The artillery has the old system of causing damage by volume and not at the impact point. New rules mean one simple thing. If a shell reaches the armor, it will cause damage. The amount of damage depends on the armor plate at the impact point. The thicker it is, the lower the damage. For well-armored vehicles that rely on the fact they are difficult to penetrate from the front, the new mechanics allow them to use this advantage to the fullest. The time when you lost hit points just because the opponent kept on using HE shells has passed. It's not that effective against well-armored vehicles anymore. Yes, you still can't bounce off HE shells and avoid damage completely, but you can reduce it significantly by playing instinctively. Turn your hull here, hide your thin armor there… Just like with any other shell type. The key to victory is blocking damage. You don't even need to learn anything new. Well, that's not completely true. You will have to learn something new after all. The thing is that tank HE shells now penetrate obstacles just like armor-piercing shells. In the same way, they lose part of their armor penetration that equals the thickness of an obstacle. It's all clear! You better talk about screens and tracks—they're more important! If there's a screen in the way high- explosive shells, they can penetrate it. They also may not penetrate it. It depends on armor penetration and the thickness of the screen itself. When contacting armor, HE shells cause damage in 9 cases out of 10. I checked. Same with tracks. If a shell penetrates a track but doesn't find armor behind it, it flies next to the tank. If there's armor, it causes damage. In cases when an HE shell can't penetrate a screen, there'll be no damage at all. When hitting a screen, a track, a wheel, or a module, the shell will also lose part of its armor penetration. But unlike destructible objects, there's one important nuance: the coefficient that equals 3 is applied in the calculation. This means that a shell loses three times more armor penetration than the thickness of an obstacle when passing through the screen. That's why you need to fire at screens with caution. This boring description leads us to one simple point. In cases when AP shells ricochet or don't penetrate armor, the tank HE shells cause damage. And since they can penetrate screens and tracks, expose your side only if you're sure an HE shell won't get through it. In any other cases, think about consequences. But the most important thing we all gathered here for is that a heavy tank now has more confidence in its power during positional skirmishes against tanks of the same type and tier that use HE shells. Because the ephemeral but very important survival time indicator increases. And what's more enjoyable, the opponent knows it. Instead of high HE damage, they will see numbers that might inspire them to retreat. But it will be too late. Don't forget about another enjoyable detail. There will be no more bitter artifacts of the old mechanics, when hitting the turret could lead to engine fire due to that burst radius sphere. Now HE shells behave like the hoodlums, you know. They're still dangerous, but there's a kind of certainty because they're your guys, from your neighborhood. You don't want to see the facts with the stubbornness of a Maus on Prokhorovka. The mechanic of causing damage at the impact point changes a lot. You can still cause damage while not penetrating the armor. You can fire at the 60TP's turret. It's just the effectiveness of these shots will be low. Predictably low. But if you deliberately aim at thin armor sections, and know when you should hold your horses, and when to pull the trigger, the HE shells will show you a new side. Continuing my genius metaphor, you want to say that the new mechanic allows for drawing the frivolous universe to your side? Yes, speaking in your language, the result depends on you. Don't fire randomly at an enemy silhouette, look for the spots with thin armor. You penetrate it, you cause massive damage. You don't penetrate it? No worries, there'll still be damage. In this case, an HE shell doesn't care about effective armor. When calculating damage upon non-penetration, only the nominal armor thickness is taken into account. The thinner it is, the higher the damage. And this means the position of the enemy doesn't matter. It's important how you fire. Additionally, you can now penetrate a track with an HE shell and cause damage to armor. Yes, this is unusual. Yes, you will have to overcome a psychological barrier. But what opportunities will open after that! And most importantly, new possibilities open up from a familiar game. Essentially, we can get these new facts down to three simple points. If a shell hits the armor, it causes damage. If a shell hits a screen and doesn't penetrate it, there'll be no damage. If a shell hits a screen, penetrates it, and makes contact with armor, see point 1. The conclusion from all this is as obvious as financial advice given to aspiring billionaires. Don't shoot at a screen you can't penetrate! Cut this piece of the video with your scissors and hang it over your monitor. New notification types help you better understand combat situations in new realities. Now it's clear when you don't hit armor, don't penetrate a screen or a track. And the improved penetration indicator works with HE shells more accurately. Red color means there'll be no damage. Yellow means damage won't be full damage. Green means penetration with full damage. Previously, there was usually no point in firing HE shells at the Maus' side from many calibers, and now there are options. And they remind you of those you have had when using armor-piercing shells. Resetting a base capture or finishing of a massive opponent with almost no HP left are no longer a feat but a common occurrence. The characteristics of a number of vehicles with HE gameplay were improved, so that they feel more comfortable in the new conditions, and you enjoy playing in them as much as you did before. At the same time, the test showed that wheeled vehicles demonstrated excessive combat effectiveness. That's why armor penetration of their HE shells was reduced to 75 mm, which has become a standard value for the whole branch. We could talk forever about the numbers, but let's get this straight: high-explosive damage has remained high-explosive damage— frightening and extremely enjoyable. But you don't need to wait for THAT VERY moment now. You can create it yourself. This is about awareness. It's in your hands. World of Tanks has been constantly changing. All this is a new cycle of game evolution. Artillery now has more choices. Three shells help it better react to the changes during battle. In a natural manner, they also decreased the amount of stun in battles. The comfort of gameplay in tanks, especially heavy tanks, has increased, in particular due to the tools to counter SPG. While the revamped HE shells provide the feeling of controlling the situation, which would previously sound like nonsense. And this is what it's all about. It's never going to be like it was!
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Channel: World of Tanks Europe
Views: 44,481
Rating: 3.0554593 out of 5
Keywords: World of Tanks, wot, worldoftanks, tanks, tank, free 2 play, gaming, video game, computer game, free games, multiplayer, wargaming
Id: w5Q0PUOCrQI
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Length: 20min 58sec (1258 seconds)
Published: Mon Jun 21 2021
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