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ㅇㅇ | 15/11/06 00:33 | 추천 0 | 조회 95

[월드 오브 탱크] 챌린저1이랑 아리에테 씹버프받는듯.. +16 [7]

디시인사이드 원문링크 m.dcinside.com/view.php?id=superidea&no=948973

BMP-3M

The BMP-3M is an odd case. It has good spotting range and HP for an AFV, but its unusual handling and lack of camouflage make it tricky to utilize as a traditional AFV. In telemetry, its performed relatively well, but it lacks a real niche. Weve made some significant tuning improvements to retool the BMP-3M as a hybrid AFV/brawler by further increasing its hit points, improving its autocannon damage, and improving its accuracy. Well continue to pay close attention to see if these changes have made it perform too well or if they prove insufficient to make the vehicle compelling to play.

  • Hit Points increased from 1430 to 1560
  • Stock autocannon AP damage increased from 78 to 88
  • Upgraded autocannon AP damage increased from 86 to 92
  • Stock Autocannon HE damage increased from 59 to 66
  • First Upgraded Autocannon HE damage increased from 62 to 69
  • Second Upgraded Autocannon HE damage increased from 65 to 71
  • ATGM reload time decreased from 12.9 seconds to 11.76 seconds
  • Autocannon accuracy spread per shot decreased by about 20%
  • Turret movement bloom rate decreased by about 20%
  • Hull traverse accuracy bloom rate decreased by about 20%
  • Movement accuracy bloom rate decreased by about 20%

Challenger 1

The Challenger 1 has been performing below expectations. While it does have strong armor, its weak points, low penetration, and lower HP than the Abrams, coupled with lower speed, have made it perform below par. To help bring it up to par, weve bumped its penetration up to levels more comparable to other MBTs of the same tier and increased its hit points, which we feel will give the Challenger 1 the necessary resilience needed to be an excellent brawler. Additionally, weve significantly buffed the frontal sides of the turret and hull enough to bounce some MBT shells, along with strengthening the drivers sight weak point and removing the gunners sight weak point.

  • Stock AP penetration increased from 342 to 377
  • First AP upgrade penetration increased from 360 to 396
  • Second gun stock AP penetration increased from 360 to 405
  • Second gun upgraded AP penetration increased from 368 to 423
  • Increased frontal hull sides from 80 to 275
  • Increased frontal turret sides from 176 to 330

C1 Ariete

When evaluating the Ariete we found its side armor to be performing below what players should expect from a tier 8 MBT. As a result, the appliqu? armor package on the Ariete has had its effectiveness more than doubled and weve buffed the sides of the turret, allowing the vehicle to better resist shells against the tanks hull and turret sides with the armor package on. The front of the turret also received a small armor buff, which included removing the gunners sight weak point, allowing the vehicle to be more effective in hull down positions against other Tier 8 vehicles. The goal is to allow it to be a mobile scrapper, but still allow players to find opportunities where it wont be as easily penetrated.

  • Increased both appliqu? packages armor from 100/80 to 250/250 for the turret and hull
  • Upgraded vehicle side armor from 120 to 200
  • Upgraded frontal spaced armor from 300 to 400

Dragon 300-90

  • Added smoke grenades as an upgrade option

FV101 Scorpion

Once the fiercest vehicle in Armored Warfare, the mighty Scorpion has fallen upon hard times. While its agility is still exceptional, the soft stat modifiers that were used to bring the Scorpion into line when it was over performing have no longer proven necessary in light of the changes to High Explosive rounds. With that in mind, weve made some improvements to the Scorpion to bring it back in line.

  • Vision range increased from 333 to 370
  • Cooldown per shot decreased from 6.67 seconds to 5.93 seconds
  • Added smoke grenades as an upgrade option

Leopard 1A5

The Leopard 1A5 is performing below standards for the tier. Weve given it significant buffs to targeting time and accuracy on the move to make it superior to the earlier vehicles in the same line in those regards, as well as a boost to damage.

  • Targeting Time decreased from 2.9 seconds to 2.5 seconds
  • Hull traverse accuracy bloom rate halved
  • Turret yaw bloom decreased from 0.15 to 0.1
  • Stock AP damage increased from 294 to 317
  • First AP upgrade damage increased from 309 to 332
  • Second AP upgrade damage increase from 340 to 348
  • Stock HE damage increased from 177 to 190
  • Upgraded SC damage increased from 406 to 435

Leopard 2

The Leopard 2 had too many weak points from the front that could be capitalized on and so weve made adjustments to several key areas. The Leopard 2 still retains the critical weak point found on the drivers hatch, but the top portion of the upper glacis has had its armored bumped up enough to have a better chance at deflecting high penetration shots. Additionally, the turret rings armor has been massively increased (before it was bugged to have little armor) in order for it to have a better chance at deflecting high penetration shots rather than being easily penetrated by auto-cannons. A large sliver of the lower glacis which was easily penetrable before has also been removed, as has the gunners sight weak point. Combined, these changes will provide the Leopard 2 much greater frontal survivability.

  • Increased the top portion of the upper glacis armor from 100 to 150

Leopard 2AV

  • The Leopard 2AVs gunners sight weak point has been adjusted in order to better resist shots against similar tiered vehicles, although it will still remain a weak point against higher tiers.

M60A2

Our previous M60A2 changes were a step in the right direction, but we still feel the M60A2 has a ways to go before it can excel as a high firepower brawler. To better improve the M60A2s intended play style, weve increased its standard round damage significantly, reduced its ATGM reload time and decreased the amount of time it takes to zero in on a target. The M60A2 remains inaccurate, which helps ensure that it retains its role as a close-range monster, rather than letting it be an overpowered sniper.

  • Damage for both HE rounds increased by 17.5%
  • Non-ATGM HEAT round damage increased by 12.5%
  • Targeting Time decreased from 3.3 seconds to 3.0 seconds
  • ATGM reload time decreased from 16.67 seconds to 14.29 seconds

M1 and M1A1 Abrams

The M1 and M1A1 have both proven to be consistently dominant in their tiers due to a combination of their high health, excellent armor, superior vision versus other MBTs and good mobility. We feel that the strong frontal armor of the Abrams is an iconic feature, and thus weve chosen not to adjust that at this time. Instead, weve reduced its HP values to be somewhat closer to the other MBTs of the same tier. The M1 and M1A1 will still feature above average HP, but they will no longer be as dominant as before. With this change, we expect these vehicles will remain very strong and we will continue to evaluate them to see if these changes were sufficient enough to bring them in line with other equal-tier MBTs.

  • M1 HP decreased from 2475 to 2235
  • M1A1 HP decreased from 2845 to 2570

OF-40

The OF-40 is performing below average on the EU server and about average on the NA and RU servers. While normally this wouldnt be enough of a problem to warrant stat adjustments, we recognize that the OF-40 doesnt feel like a fun upgrade from the Leopard 1, and weve given it some quality of life improvements to make the experience of playing it feel more rewarding.

  • Targeting Time decreased from 2.9 seconds to 2.7 seconds
  • Hull traverse accuracy bloom rate halved
  • Turret yaw bloom decreased from 0.15 to 0.1

RDF-LT

While our last set of changes was a step in the right direction, the RDF-LT is still performing poorly compared to the Stingray and VFM. Weve given it a minor increase to firepower as well as some more significant improvements to targeting time and accuracy on the move.

  • AP damage increased from 216 to 246
  • SC damage increased from 270 to 308
  • Targeting Time decreased from 2.7 seconds to 2.2 seconds
  • Movement bloom rate decreased from 0.25 to 0.2
  • Hull traverse bloom decreased from 0.75 to 0.5
  • Turret yaw bloom decreased from 0.11 to 0.055

T-72

To bring the vehicles weak points in line with the T-72A, the armor in the upper left portions of the cupola, the flat area of the sight and the roof of the vehicle have been increased to better resist high penetration shots. Given the easily penetrated lower glacis, the player should be rewarded more for protecting it with a strong turret, although the T-72 will still have several locations that can be breached with careful aim.

  • Remodeled cannon mantle section to more accurately deflect shots

T-72A

A full adjustment of the T-72As turret armor was done due to the vehicle under-performing across the board, making it significantly better armored than before. Affected areas include the upper left section below the cupola, and the roof. The gun mantle and the lower areas to either side can still be penetrated by equal-tiered or higher tanks, but the vehicle should now be able to hull down more successfully even against higher tiered opponents.

  • Remodeled cannon mantle section to more accurately deflect shots

T-80

Similar to the T-72, we felt the T-80 required additional armor around the upper left portions of the cupola, the flat area of the sight and the roof in order to increase the tanks resistance against high penetration shots and solidify the rest of the t-series as having high armored turrets with weaker bases.

  • Remodeled cannon mantle section to more accurately deflect shots


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