I agre that small caliber rounds need to be nerfed wrt damaging gun barrels.
I can agree that normal caliber rounds (75mm +) shuld have a decent chance at damaging gun barrels but not sure I’m on board with the “glancing blows” part. I’m not a fan of the derp guns being able to one-shot or destroy armored vehicles so easily, especially on “glancing blows”.
If a vehicle is the size of a small apartment building, made of glass, has a sluggish reload, modest at best mobility, sluggish agility, and low shell velocity, why shouldn’t it be able to one-shot damn near anything if it manages to simply hit with its shell? Otherwise what is even the point of using such a vehicle?
Sure if a shell glances off and detonates harmlessly away that’s just bad aim on the attacker’s part. But realistically, if any 150mm or larger artillery shell simply HITS a tank, it really should fuck that tank up beyond any hope of repair.
Snail’s problem on this front is that due to the sheer fire rates of higher tier autocannons, there is simply no value they can set cannon barrels to have health-wise that can simultaneously allow normal-caliber tank rounds to be able to damage them but not allow the buzzsaws to do so.
Thus it would be simpler to code to just make barrels immortal, given they already clip through walls, and could use that as a “precent for player convenience.”
In all honesty, an artillery piece really shouldn’t need to aim beyond hitting the tank. A 45-90kg piece of steel hitting the tank filled with 6-20kg explosive should wreck even modern tanks or render all their fancy systems nonfunctional.
Even then, if my heavy tank/armored casemate is to be frontally obliterated by something for gameplay balance reasons, I would much rather have it be an artillery piece like this that I can see from far away than some tiny light tank wielding HEATFS or excessive APDS or any other opponent who shouldn’t be able to pen me melting my gun barrel.
I am aware that heavy armored machines need some kind of frontal counter - I just chafe at the concept of barrel damage and the oversaturation of LOLpen rounds.
The T58 is simply an awkwardly-tiered vehicle. But if HEAT and HESH get their long-overdue postpen rebuffs, then sure, feed that thing to the Object 279 at 9.0.
The heavies I more am focused on helping are the more “normal” ones - for example T32s, T95/T28, Tortoise, Maus, E-100, IS-3, IS-4M, etc. The ones which don’t have batshit-insane reload speeds.
What I have generally realized is that the moment the game stops coddling people and lets those who make mistakes perish without support, the game will in fact balance itself out quite well. If you make a mistake and end up in front of an armor wall you can’t pen, and it kills you, oh well, file that under shit happens.
And if something is needed to rein in heavy tank spam prior to the tier where everyone and their mother are flinging around 2km/s tungsten arrows, let artillery do that, as many of them often did.
The T58 is actively ruining 8.7 and the surrounding BR bracket. It’s obscenely overpowered and its sharing a BR with 2 other overpowered vehicles which REALLY screws the matchmaker. It’s not “awkwardly tiered” it’s undertiered. The HESH is its best round by far.
Yes, and are you by chance aware that the actual HEAT and HESH postpen effects in the game globally are outright pathetic? I have test-driven the T58, and when I aim deliberately on areas of the test Russian tanks where overpressure cannot occur its HESH is just as weak as all other nations’ HESH is. It’s literally an overpressure + reload on a reasonably mobile turreted platform that can deflect careless shots.
But my recommendation remains unchanged - globally rebuff all HEAT and HESH postpen (the non-overpressure component) and let the rounds actually working send the T58’s BR up to wherever it may. Probably 9.3 if I had to guess.
yeah and HESH’s problems matter way less when you have a reload as fast as the T58’s. Nobody complains about how broken the FV4005 is despite having an even bigger HESH round.
The T58 in its current state should be at minimum around 10.0. It’s a vehicle that should never have been added and as such should be treated as the balance nightmare that it is. I’ll go so far as to say the 2 XMs it shares a BR with currently should follow it to wherever it goes. Fix the matchmaker. 8.7 is already not fun to play with just the map pool and helicopters in consideration, having every game be against america makes it worse.
Even with historically accurate HESH performance that might be pushing things. After all in 9.0+ you already run into increasingly more composite armor designed explicitly to stop chemical penetration of both HEAT and HESH. Especially ERA.
I disagree that it’s “unbalanceable” - the only thing making it “unbalanceable” is that Snail has refused to undo the years-old neutering of HEAT and HESH which date back to Updates 1.67 and 1.71, respectively. Even though its been many years since the IS-6 was new (Snail defending the whales buying that like hot-cakes was why they neutered both ammo types globally).
By restoratively buffing both of those ammo types globally, the T58 can honestly shoot up in BR to wherever it may.
The maps in the game suck universally and make every situation a rat maze that low-velocity derp guns such as the T58 routinely exploit.
Be glad that thing is missing standard M107 HE, or how all American 75-203mm guns are currently missing their M78-fused HE rounds (essentially turning them into “budget SAP”).
There are actually a few maps at 8.7 that are enjoyable to play regardless of BR, Normandy (on the first life), Sun City and Cargo Port come to mind. Gaijin just cannot make a map to save their lives. Community map making challenge when, give us some good stuff
Nah man, Sun City may as well be a shriveled raisin of a map - if that map was say doubled in size so people could go out onto the desert plains to the map west then yes I’d agree with you on it being good.
And Cargo Dump? That’s just a terrible map in general. Again the borders need extending to well beyond the parked planes in the distance.
IMHO the only truly good maps are cases such as normal-sized Poland, large-sized Maginot Line, and maybe a couple others which offer a healthy mixture of both close-range and long-ranged gameplay. Both of the two you specified are purely short ranged and clutter long-ranged sight lines with a ton of junk.
Both of the maps you listed have some of the most egregious sightlines in the entire game. Sinai and Sands of Sinai are 2 of the worst maps in the entire game for the same reason except WAY worse (Genuinely the B point should not be that powerful). Berlin has the exact opposite problem in that trying to take B is a death sentence because of how god awful the map design is, Rhine is just garbage, Eastern Europe is awful. I don’t need to go on, every example of map you like has stupid sightlines which leads me to believe that you are a sniper main and thus do not have opinions on game balance that should be listened to (buddy you ARE the balancing problem)
I like both sniping and brawling at times depending on my vehicle choice - what I don’t like is being forced into just one or the other. The reason those maps are my absolute favorites is precisely because I have plainly obvious choices.
If I want to brawl in the city I can quickly get there from the appropriate spawn without much hassle. If I don’t want to brawl I have multiple alternate routes available.
How is THAT a “balancing problem”? You seem to adore brawling as your be-all-end-all, which is your personal opinion that there’s nothing inherently wrong with, but demanding everyone else suffer on maps with nothing but short range clusterfucking is horribly selfish.
All my proposed changes give people more real options that aren’t abusive shit.
Larger and more complex maps ensure every possible vehicle one can take is at least reasonably practical.
Undoing weapon nerfing at every possible step greatly expands the available tools people can use which currently are either unnecessarily finicky (big HE, CAS) or are so unreliable people don’t use them unless forced to (APCR, HEATFS, HESH).
Completely pivoting on balancing logic for certain classes is meant to further expand possible gameplay options for people and make them practical to bother learning. This is where for example deleting the concept of barrel damage comes into play, as does my idea on harnessing the “tank-shredding SPAAG” and CAS instead of vilifying them.