Nerfing artillery was incredibly unnecessary. It would have sufficed reducing the arties to max 1 per team. I loved arties, I hardly ever play it anymore. I hated it myself too, when there were too many arties.
@@amazingronaldo9656 the WoT queue time is laughably low. WoT players are frankly spoiled. I have to wait 10 minutes for a ranked game of league of legends.
One artillery piece per team would make it bearable. Having multiple clickers take turns shooting the same target again and again and again is not healthy for the game. Having one of them wouldn't solve that, but it would make it less horrible.
There was no need to nerf arty or limit them to one per team or stop them from platooning together. The mario kart players just didn't want to learn how to play arty so they could avoid being hit by arty.
Dedicated arty player here (just because I love to contradict WG and I am crap with other classes 😉). WG should have allowed only 1 arty per game without nerfing. Hate me as much as you want, that's what I think. I do agree with you: WG should rework arty XP : yesterday 2.8 hp + 2.3 stun assist with tier 7 British SPG = 1st class, so frustrating!
WG should allow three arty per battle, let them platoon up, and force the non-arty players to learn how arty works (assuming they can comprehend the skill set involved). It's pretty easy to avoid arty almost all the time, even in a slow moving heavy. Oh, and undue the HE nerf too. Unfortunately, the whiners are the pay to play folks and the arty types are far more likely to be play for free types.
I still play arty , but almost exclusively my M 44. People always talk about HE being nerved, but they never talk about how wargaming sticks you’re already more often than not into a city or industrial map to make you completely useless. I could be playing any other tank and nine times out of 10 get put on wide open maps. When I switch to my arty it’s almost always some city map making me completely useless.
Even though my T92 HMC has the biggest gun in the game, the DPM is still only around 1700. RNG affects arty more than any other vehicle in the game. With my leafblower one game everything hits next game everything misses. Last battle 5906 damage but the arty on the other team only did 901 damage. EBRs ruin the game more than arty ever did.
Arty gameplay is dumb. Just sit in the back, click all game, then go n drown if they lose and find a small pond. Ebr is also annoying. You can get away with stupid plays. But it's not as annoying as arty is. I played a lot of heavy tanks after they changed the arty shells. Imagine 3 arties hitting you for 300 each on a tier 10 game, couple of minutes you are down to the low 100's in hp. Thats stupid. Forget the module n crew damage
@@jerrychandra9901 stop sitting in one place and move there will be times when arty are stopping you from getting wiped and you don't even see it. If you don't like arty go play armored warfare they removed arty and lost most of their player base along with it because of cry babies you'll fit right in.
Two items: First, I’d like to see how many games each of those players have in those particular machines. I willing to bet they both have a lot of games in them with VERY skilled crews. That T92’’s aiming circle in particular was very small for that gun, and it aimed in very quickly as well. Second, I’m assuming WG has the XP set that way on purpose so that artillery players need to use the lower damage shells to get more XP, while WG can wring their hands and say that they aren’t being nerfed and still have the option to use the higher damage shells. That way WG wins, the whinny heavy tank players who cough up all of the coin are happy with the lower arty damage, and only the arty players (who most of the vocal players just want to go away anyway) lose.
The worst thing about the changes is forcing arty players to target certain countries tanks first. 4 hits 200dam against Yuris tank. 4 hits 1200 dam against Pierres and dont mention Heinrick.
Personally, I think "veeled wheicles" have done more to ruin this game than Arty ever has (even in the old days of no limits on the number of arty. VW's have ruined spotting which makes games stagnate until the VW is dead. If people would take time to play Arty, they would know how to avoid being trolled by them. The arty nerf combined with the HE nerf have made them much harder to play, but they are not anywhere close to the "unplayable" status that most have relegated them to.
@@cheeseshark I was joking I have read the entire comment of you ;) just a first thought that came to mind after seeing the short name for that car brand that's all.
Arty is all about assist and stun nowadays. I have seen people wait for stun to leave then engage just to screw over arty.. they even admitted it in chat.
Hey Claus, the one thing I could never wrap my head around is the fact that when I'm playing my tier 10 French arty, even with an auto loader, I can't give myself stun assist, even when I hit a tank 3 times in a row...
Pre SPG nerf, I tried both of the smaller guns on the FV3805. Neither one would land anywhere close so they didn't work at all. I went back to the big gun and did quite well with that. With all of the changes, who knows now.
Keep up the great work Claus! I play mostly arty because I am 70 years old and my reaction times have slowed down quite a bit. I can’t compete with younger gamers in other tanks who are much faster although I do try. I love tanks in general and my heroes growing up were all WWII veterans including my dad and two uncles who fought in Nazi Germany. With all its failings, WOT is a fun game that can be very frustrating. After 7 years & 35K games (almost 70% arty), I say limit 1 arty per game but leave it alone. I do have an M44 with 2 mark barrel, it took 10K games. The real trick is not only to fully aim, but guess where the target tank will be in 4 or 5 seconds. For me, the RNG is the worst, as it negates the skills you may have developed. You win or lose based on a computer number generator, not your skill. This means you have limited control over your results and are basically playing a card game, or shooting dice. This is what I find the most frustrating thing about WOT. The trick is: don’t take it seriously. GLHF is probably the most appropriate advice.
Your aiming only gets better with a well trained crew, quite often when you aim at a tank and fire , if the tank disappears your shell moves off the target
They shouldn't remove arties and neither should they have nerfed them. Any reasonably experienced and competent player could easily minimize the risks posed by arty just by staying in motion once spotted (if not under arty-proof cover), and it's only the newbies and clueless players that would regularly be arty food -- just like in real warfare. Nerfing arty rewarded the clueless and reduced the benefit of experience -- it should have been left alone. Just like the massive armor nerf of the AT2 because clueless players couldn't pen the front of the tank when they couldn't figure out they could shoot a towering commander's hatch that can comfortably accommodate Shaquille O'Neal. Let them learn and figure it out, rather than have the game lower itself to them.
@@pimjansen1772 M44s don't have nearly the impact of non-arty at tier 6. Never have, even before the nerf. But non-arty players are scared because they do not understand how arty plays. Their ignorance makes them think m44s are created by the devil when those m44s aren't much of a threat at all.
@@larryselkirk426 Who said anything about 13 seconds? Arties like the Bishop and FV304 can easily have a reload of under 10 seconds if the player has any idea how to set it up. M44 can get into the 12 second range. And those 3 arty happen to be the most played in their tiers. 3 of any of those on a map can easily take out a tier 6 tank in a matter of seconds, at the very least well under a minute.
I love playing Arty and yes they definitly made some changes. I think it is a much better balance. Arty has to wait for a long aim, long reload and now can actually help the team. I think getting rid of them would be a bad choice, they add tactics to the game. Really if you in a tank are going to sit and snipe spotted you deserve an HE shell up the a$$
Or the guy who was spotted, I nailed him once with my M53/M55, I fully reloaded and he was still sitting in the same spot. So I nailed him again. He totally deserved that. Just as I deserved getting one shot by arty in my Lowe one time when it first came out. I sat in the same spot, got spotted, was so intent on getting another shot into the enemy and not about moving that I received a round on the top of my engine deck and blew me to smithereens. That reminded me quickly!! 😉
There are barely any tactics involved in this game. If I go to the left side of the map and win it, I either push or flank. If I see that we lost the right side I'll go back and defend the base and keep them from flanking us. Apart from that it's just knowing where to shoot tanks, understanding target priority, and knowing map positions. Most popular multiplayer games are a 100 times more complex than World of Tanks.
this is why I like mods, one, I can yell at the Charioteer for camping with high HPs, and two, I can make tactical decisions on who should be focused on the other team based on skill and HPs left.
It's exactly the correct way to distribute xp. If SPG should be in the game at all it should be as a support class, not a damage dealing one. I've only ever played them for missions and it was by far the easiest class to complete the missions for the Obj260.
@@thehighground3630 Years ago mate. Can imagine they're way harder now but same goes for the blocking by armour missions for the heavies. Back in the day you could just roll out in your Maus or ST1 and jobs a good one. Now with all the gold spam, not so much.
"Let me know what you guys think in the comments" - Says Claus, even though he has clearly already made up your mind based on limited video evidence and limited artillery play experience. These 2 replays are pretty much the same as the last replays you showed, from very experienced artillery players, who have obviously played many games in artillery to get their barrel marks. They will almost certainly be running bond equipment, both running food, and have 5+ skill crews, with max field mods. The reason they are accurate is not down to artillery mechanics, but the players themselves doing everything they can and utilising every equipment they can to limit the dispersion and reticle bloom. I don't expect he will actually listen to the people who play this class all the time, as it won't fit the conspiracy narrative.
OMG Dave calm down. This is not exactly the right channel for pin point analyzes like yours. You must be new in Claus's world. Using exaggerations to make a point and obviously for comediacly reasons is the name of the game here and by the way you are making way more assumptions and guesses in your comment than Claus in his video. You may be right but who gives a sh*t? Again ... not the right channel! By the way to be correct as well I just counted 11 assumptions in your comment. Relax, lean back, enjoy yourself and don't take everything to serious. That's how we roll here. Have fun buddy ;-)
@@pimjansen1772 - his assumptions are correct, that's the only kind of arty I play anymore (triple marked, and have more games in it than other tanks because it is the only SPG I still play e.g. for missions - or less often when f2p but without food etc). It is my only SPG that is accurate enough and worth playing because of the crew, food and bond equipment, etc.
I do play SPGs. And the higher tier the more careful you have to be, because you have less ammo. So every shot must count. Oh. And AP shells bounce 9 times out of 10. Just bounce with zero DMG. So those ARE useless. I wonder what WG had in mind when they introduced them... Probably nothing I guess.
War Gaming hates arty and it's sad. I remember when a direct hit delivered full shell damage, after all your shell was hitting from the top down. Where the armor is thinnest. So, now you have a big slow moving, slow firing and slow to aim target for the others to pad their scores with.
I love playing arty; it gives you a relaxed feeling, especially after being clobbered with your casual HT play! Every now and then, I enjoy blasting random muppets from a safe distance with my arties, especially my LeFh18B2 :P
Soon as the vid started, I clicked on the like immediatelly. Not because of it's an spg game, but to support you whatever you do. Keep up the good work Claus, you're my man!
Hey Claus, been playing arty for 7 years. You mentioned in video you didn't know arty players with 3 stripes. It is possible to do. I have earned 3 stripes on my Grille, GW Tiger P, GW E 100. 1 star on T92 HMC and 1 stripe on Gun Conq. I don't feel like arty is more accurate in the latest nerf to arty. The hits these players are making are well aimed and timed. These were perfect games for these players. The longer the team can hold out on a building-less map like El Haluuf the better the chances are that arty will hit targets that more or less sit still. Since the nerf, I have hit the sides of tanks for 1000+ dmg with HE shells. Something that wouldn't have happened before the nerf. I believe it has to do with the updated trajectory of the HE shells. You can arc more shots with every spg now. KaiserJosef. Thanks for all your videos and your sense of humor. Shout out to you Claus!
I am still playing and trying to get on the spg tech trees. So far I am having Russian up to SU-14-2, USA up to M12, France up to Lorraine 155 mle. 50 and British up to FV207. The wheeled tanks have done more damage than the arty have done. But why are they putting SPG's to play in the cities!
I hate SPGs but this dude know how to play SPGs and know how to help his teammates, and I respect that. the problem after the SPGs nerf is the hulldown tanks are being so powerful that breaking the balance, a chieftain now can sit on the open field and using its gun depression and nearly invincible turret armor to destroy the entire team's heavys without losing half of his hp
And that is why the unicum hull down meta players were so vocal against arty. Then all the fanbois took up the chant too because the streaming unicums told them it was bad. Arty maintained some amount of counter to that hull down meta and made those guys move. Now, as you say, the balance has been broken and those guys can "dominate on the battlefield."
@@amazingronaldo9656 Sadly, these unicums are those who paid WG the most, they bought tons of prieum vehicles and only play them for like 10 battles and never play it again, so of course WG is going to do things that benefits to them (bonds equipments, nerf SPGs, op CW reward tanks...)
Claus, the playstyle depends on which arty you're playing too. The American one has the longest reload / alpha, so it favors the more careful playstyle. With the Russian one you can take more risks in every way (it's much more mobile as well).
I saw in the latest WoT newsletter you were featured as a popular Streamer in it. Thats some huge progression from when I started watching this channel all of those years ago. Cool stuff
I wished I had those kind of games :S I love playing with my arty and supporting my team on critical points in the field when things are looking grimm for my teams chance on winning. One time I had to shoot on both sides of the map as my men where outnumbered 1:2 and 1:3, they fought with much bravery but I knew they would eventually lose if I did not step up my game. I aimed at the guy that was outnumbered 1:2 as he had less health and not a premium tank. I aimed shot and.... I stunned the entire group tracked 2 tanks and 1 got away with shit in his pants. Sadly I could no longer help my now tracked and for sure dead teammate so I focused on the other person on the other side of the map. I aimed to scare them away as a artillery master should do as we do not allow anyone to be hurt if not needed. So I shot over the heads of the enemy and shit on my own teammate so that they knew I would not discriminate to make a point. And now they knew that if they continued their assault there would be big shit storm coming their way, as I would make them cry for mommy allot by hitting all around them constantly. I know no one wants to grab a new pair of boxers every 30 min... I mean 30 seconds sorry time go's slower for people who are artillery masters. Eventually I shotgunned a heavy tank that had 400 health as he approached me and then I drove as fast as I could while my men where reloading the big gun( after their brake was over so they where pretty slow) so then a Ferrari came around the corner that the enemy had camouflaged with a tank gun, of course we shot at the Ferrari point blank because they drive way to fast so we sat in a corner but it bounced our HE shot so we now where tracked by the explosion and the 200 health Ferrari light tank shot us in the side and back and that was our end. But he we did our best.
How to make spgs fair... Revert changes back to 7.0 spg stats except view range return mobility.. Limit spgs to 1 or 2 per side.. Let spgs 1 shot kill things with the high damage. Remove stun shell damage.. Add smoke shell.. Remove the spg tracer for tanks.. but keep the spg warning sound you hear and see on the screen incoming spg shell as a standard 100% crew skill..
They nerfed arty very bad back then, ending in people stop playing these vehicles. But at the same time they left the same missions for arty, so people ended up having a really difficult time completing the missions for artillery or not completing them at all. As I see this, there can be 3 alternatives, either limit 1 arty per game and buff them a little, remove them completely from the game and delete all missions relevant to it ( or give some kind of compensation for those who worked their ass off to make it work), or return them to their previous stats and keep them 1 per battle.
Interesting fact from WoTReplays. Top damage for arty is around 5500-6000 and is mostly achieved by tier X, earning the player between 1000-1300XP. If you sort by XP earned, you will find the 105 IeFH18BN2 dominating the list with 1300-1600 XP and it doesn't even stun. What do I want to say with this? I don't know, just found it interesting and wanted to share.
It has always been the case that if you take your time to aim you will hit more often. The difference since the nerf is that you have to take your time to aim or you do nothing, so everyone is taking the time to aim. The m53 aimed behind the target because the target was backing up. When arty fired the target began to move forward instead of backwards. Happens a lot.
I love my German arty and I don't use it to gain credits or exp. I use it to change the course of the enemy strategy. I use it to either break the defense holding the team back, or stop an enemy offensive. Ratings are the biggest issue because it takes a team of 15 players and turns them in to 15 individual players.
Gore Medal is nearly out of reach nowadays, arties still work fine as crew academy over time. Arty's aimcircle on the ground is a projection of the calculated arc to the 'flat' surface of the ground, therefor sometimes oval shaped. To have more target area/surface covered by Your aim, You might tend to aim 'behind' the vehicle.
I recently started playing arty and it took some time but I actually enjoy it. I used all my orders to skip the arty missions in the Stug campaign but later went back and completed them all.
My favorites are my T92, and my no longer sold leaf blower. I complete many of my daily missions in it. I do feel sore about taking the splash from my T92. I respect lowering the damage, sure. But they have truly crippled arty, with no chance to stand alone at all. Let's face it a bombardier, out of the question. Yes my little lefh is so fun and unchanged the least. But, that's my opinion. Here is another opinion of mine. Your so funny. It's fun to watch your videos. I listen to your Muppet teaching. Realize my muppetry and poof. My stats are improving. Lol but in a way I can laugh at myself. Thanks a ton.
You are correct, Claus, it was always stupid how Wargaming counts performance in artillery, because it is totally artificial and has nothing to do with arty helping to win the battle. Stunning counts more for them than damage, because WG doesn't want arty to 'steal' damage that tanks should be doing, despite the fact that most 'assist' damage would have happened anyway, whether enemy is stunned or not. Wargaming wants arty to only stun, players hate stun, because it's annoying. I was one of the best arty players and a pretty good tanker too, but I stopped wasting my time with this game because it just got more stupid over time and the monthly events can only be done successfully when you dedicate insane amounts of time to it, and because of EBRs and constant grind because of hidden nerfs and new OP tanks.
I only play a triple marked SPG for missions or if I am trying to maximise credits per shot (shooting only HE). For missions I use bond equipment and food. Then it is accurate. Good games require team mates with good vision who track enemy tanks for me and who can stay safe. If WG wanted to remove arty, they should have removed +2MM, because that was the only reason I started playing arty as a new f2p player.
They didn't have to nerf HE (and hence arty), all they had to do was limit it to one arty per team so that they weren't a total nightmare. That way arty would be playable, and it does add variety to the game, even if it is the sort of variety that is a pain in the arse...
@@larryselkirk426 I know how arty works, my point was that instead of nerfing HE and spoiling a lot of fun, all they had to do is limit arty to one per team - same with EBRs and the other toxic OP tanks - one per team you can stomach, 3 per team and it's all madness...
@@stevewebster5729 : It's not madness to have 3 per team. Arty is mere annoyance, & wheeled vehicles just need to follow the laws of physics. Tanks seldom die from arty hits. If limits are the answer then limit the tanks that do the most damage, not arty. Why limit support vehicles?
Slightly nerved damage and dpm, less reload and more speed, only one SPG per side. Role of SPG: help against strong medium and heavy tanks, one shell does more splash damage and stun, other shell does single target damage but no splash and little stun, gold ammo has more damage and less penetration.
In WoT, the aim circle was implemented as a way to balance the fact that the computer automatically adjusts bullet drop for the player. However, this causes a lot of problems when it comes to balance in so many other game aspects - RNG and weakspots, artillery, snapshotting. If Wargaming decided to take a page from War Thunder and removed the automatic bullet drop adjustment for all vehicles in the game, all of these problems would be fixed instantly In War Thunder, aim circles are pretty much not a thing - if you aim for a weakspot properly, you will almost always hit it, whereas if you don't aim for a weakspot on purpose, you will never hit it. The fact that War Thunder also requires you to adjust for your own bullet drop means that aiming at weakspots is not a trivial task, and is something that requires practice (whereas in world of tanks, the aim circle means that someone can be aiming perfectly at a weakspot and not hit it b/c of poor RNG, while someone else can be aiming at the wall next to the tank and still hit said weakspot b/c of lucky RNG) In War Thunder, indirect fire *is* possible, however, the non-existence of satellite view and Wargaming's bullet drop adjustment systems means that indirect fire requires actual player skill, coordination with one's own team, and intimate map knowledge. As a result, no one in War Thunder considers the way indirect fire is implemented in that game to be unbalanced (don't believe me? go on the war thunder subreddit and look up anything related to indirect fire). The biggest reason why I left World of Tanks many years ago and came to War Thunder was precisely because of this issue - it was not fun to play arty in WoT, and it was not fun to play against (plus most of the anti-arty people were *just as cancerous as arty itself* , which is a topic i'd like to go into but is ultimately irrelevant to the main point of my comment here). Meanwhile, the Sturmpanzer 2 in War Thunder requires a shit-ton of practice and an extremely good eye to be able to hit anything beyond 500 m on the first shot, but for the genuinely most skilled players, it is a meme-machine. In War Thunder, the fact that players have to adjust for their own bullet drop means that snapshotting is not a thing, period.
Wheeled vehicles should not be able to flip end over end three times and at 60 kph without killing the entire crew. And a shot to the side by a high velocity gun should go right through the vehicle. And a hit by big arty should kill the crew.
Thanks to EBRs it has made role of light tank obsolete and turn the 15 min possible game for arty into a 5 min or less due to the EBR rushing right into the rear lines to 1~2 shot arty. So yes they need to be removed.
@@airlink2142 If EBRs were more realistic they wouldn't be nearly the problem they have become. The wheeled vehicles in WoT are very much like Mario Kart cars. They do not follow the laws of physics or biology.
@@larryselkirk426 I totally agree that if they were more to what they are capable of in the real world then EBRs would be more balance. On another note it would be funny to have Mario, Lugi, or Yoshi as a commander for the EBR.
To get high xp in artillery, you have to take blind shots, because those will give you more xp than shots where your teammates spot for you. Many times I aim and when the tank disappears, I take the shot. The first player, was playing safe and didn't seem to care about xp.
Arty is a support class. They should get XP for supporting ie stunning. The problem is with the missions, like SPG 15, where you have to deal a ton of damage AND stun a lot.
I agree pretty much. The way to balance for the big M needs to be improved. I agree with the other poster who noted that RNG for arty is skewed far on the shit side of things. If they wanted arties gone they just should have taken them out of the game and made all of 'em in our garages disappear. But I'm still angry that they just decided to phuque arty players. There needs to be some adjustments made if they keep arty in the game. Right now playing arty is pretty much like bending over, spreading your non-lubed cheeks, and shouting "Come on, big boy!"
If WG want to make artillery truly a support class, give us shells that do different things than damage or stun. Go back to one damage/stun shell and add shells that slow down track repairs, shells that increase a tanks time of remaining spotted, shells that decrease a tanks spotting distance, or radio capability. As an example, you could have a flare shell that gives off smoke for a certain amount of time if it hits the tank, even when the tank goes unspotted you can still see the flare smoke. they need to be more imaginative with the ability of artillery to affect the outcome of a match. Shell types that don't deal damage have a much lower reload time due to the current short nature of games.
I’ve played artillery through the German line up to tier 7 after the Nerf I can’t hit anything one out of five shots hits it’s Mark everything else fully aimed misses the target. I got the French leaf right before the Nerf it was fun to play now arty is just frustrating as Frack. If wargaming Nerf artillery they should’ve balanced it by faster and time or faster reload the missed hit ratio on the average artillery is now crap.
i can only play arty if i zoom in on a normal tank my fps drops to 17 fps idk previous years it wasnt like that i have all the graphics at the lowest and now im limmited to playing arty only sometimes i play normal tanks but with right click autoaim so i dont interupt my fps
2 года назад
As my nick suggests, I'm an SPG player. After all the "rebalances" that this class received, I shouldn't recomend any change, "because reasons". People still whining / crying about artillery gameplay, even with all that has been done. About the accuracy, it still the same. The arty players that needed to improvise, adapt and overcome the changes. On random battles, World of Tanks have only 2 objectivs: kill all the enemies or cap their base. That's all. You don't win by stunning "x" times the enemies. You have to kill them. And that's about inflicted damage and lowering their numbers. We received the "rebalance" that lowered our XP if we inflict lots of damage and/or kills lots of enemies, but the game is about it (damage and/or kills). If I can help my team to win... then let's go. "F" the rebalance and let's win. (38k battles, 8k PR, 57.3% WR here, to whomever cares about stats)
The T8 FV207 guns are 2.31 and 2 rpm, stuns 22s and 25s, the FV3805’s are 2.61, 2.14 and 1.62 rpm, stuns 22s, 25s and 28s. Which tank has 3.5 rpm? Dedicated Jeff drivers now play for stun damage, are you suggesting taking that away from us too now?
I played artillery during the Christmas season, however haven't played it since the new year started. EDIT: Have not seen much artillery in the new year and it is very seldom a problem for me, even with an open turret TD, I try to be careful most of the time. Just checked, the most damage I've done was 4376 in the tier 9 Russian arty that has never been marked. I am an average player, no where near good. Unfortunately I have a learning and memory disability that heavily impacts my game play, being 72 years old doesn't help either.
No to nerf. The 4 minute game meta they have developed requires a BOOST to reload time and high explosive shells doing next to no damage is pointless. I only have 2 marks on my t92 earned pre nerf now I hate it. I fire on average 5 shots a game and am lucky to average 1200 damage. The last shot usually point blank will be absorbed by the wheels of an ebr or the amazing screen that fails to be penetrated.
I sold my t92 when then massive nerf hit. Because when that happened every 40s I either miss fully aimed shots or did no damage on hits. It sucks because I worked hard to unlock the t92 years ago.
playing faster loading spg's make you make blindshots and bad choices more often than say a slower loading spg such as the tier10 T92 as oppossed to the tier10 Bat Chatillon 155 . I enjoy playing both but I agree that the T92 makes you think carefully about each shot. I have one mark on my M35/M55. I have found spg's have increased accuracy if you are prepared to be patient.
Claus remember old days when you really had a crew and were stunned.After say couple ap hits a arty could land on you,kill your whole crew but the tank survived.Thats a percussion shot an it works.Just any vet including me hows the ear ringing these days lol.know it aint funny in life but here did work once
It might be more accurate upon occasion but it's entirely dependent on what sort of rigged number generator WG gives you in a match. Bad RNG means your shots land outside the aiming circle or do minimal damage, good RNG means you're firing laser guided shells that don't miss. Its that way for the whole game now, not just artillery, nothing but a rigged "RNG" casino with predetermined outcomes calculated by WG before the match even starts.
I play a lot… and am double marked on two!! Let the 😈 run wild. Now, I never use my TX arty… it is not normally that accurate and the DPM sucks. T9 and T8 with the stock guns have great DPM and you are constantly active. I suck at this game… but I killed an EBR sherif once with my M53! And it was on the move!!!
First off I can guarantee you arty accuracy was not buffed. And I've found what you have, the game puts a huge weight on stun assist, even more so than straight damage or other assist. I am always attacking someone my teammates are currently attacking so I can take advantage of the stun assist
i love arty, i played it a lot (40.000+). 1) for those good results in arty you need... TIME. most of the games are way too short. 2) you do that damage if you can see shootable targets/when you have somebody who is doing the spotting work. 3) i do not believe that there is anybody with 3 gun marks in tier 10 without regular team/clan/platoon-gaming. I think wargaming should rate the damage much higher than stun support and also not add stun damage for the MoE. The average XP and especially credits i get for tier 10 arty is usually not higher than playing tier 6 tanks... a destroyed T92 cost you 34000 credits.
Nerfing artillery was incredibly unnecessary. It would have sufficed reducing the arties to max 1 per team. I loved arties, I hardly ever play it anymore. I hated it myself too, when there were too many arties.
As a sometimes arty player, I second that vote for 1 arty per side! I don't care if it takes me longer to get in.
@@amazingronaldo9656 the WoT queue time is laughably low. WoT players are frankly spoiled. I have to wait 10 minutes for a ranked game of league of legends.
One artillery piece per team would make it bearable. Having multiple clickers take turns shooting the same target again and again and again is not healthy for the game. Having one of them wouldn't solve that, but it would make it less horrible.
it just makes campaigns annoying for 279e.
There was no need to nerf arty or limit them to one per team or stop them from platooning together. The mario kart players just didn't want to learn how to play arty so they could avoid being hit by arty.
Dedicated arty player here (just because I love to contradict WG and I am crap with other classes 😉). WG should have allowed only 1 arty per game without nerfing. Hate me as much as you want, that's what I think.
I do agree with you: WG should rework arty XP : yesterday 2.8 hp + 2.3 stun assist with tier 7 British SPG = 1st class, so frustrating!
one arty per game is what every one agrees, including me, except wargaming.
WG should allow three arty per battle, let them platoon up, and force the non-arty players to learn how arty works (assuming they can comprehend the skill set involved). It's pretty easy to avoid arty almost all the time, even in a slow moving heavy. Oh, and undue the HE nerf too. Unfortunately, the whiners are the pay to play folks and the arty types are far more likely to be play for free types.
When I'm having a crappy session or need a break. I roll out my M44 and bring my vengeance down upon others. It's good therapy.
i used to do that in my KV-2 and it was cheap on credits..., but alas, no more, everything fun is getting nerfed
Sexton1 helps me get over crappy sessions, agreed it is good therapy :)
I still play arty , but almost exclusively my M 44. People always talk about HE being nerved, but they never talk about how wargaming sticks you’re already more often than not into a city or industrial map to make you completely useless. I could be playing any other tank and nine times out of 10 get put on wide open maps. When I switch to my arty it’s almost always some city map making me completely useless.
I don’t play anymore, but back in the day I would love a satisfying arty game. This new gameplay feels more like the old 2013 era arty. I like it.
Thanks for showing SPG's.
Even though my T92 HMC has the biggest gun in the game, the DPM is still only around 1700. RNG affects arty more than any other vehicle in the game. With my leafblower one game everything hits next game everything misses. Last battle 5906 damage but the arty on the other team only did 901 damage. EBRs ruin the game more than arty ever did.
I agree wheeled vehicles are to fast as arty I almost never try to hit them and so does my brother with his medium tank.
Arty gameplay is dumb. Just sit in the back, click all game, then go n drown if they lose and find a small pond. Ebr is also annoying. You can get away with stupid plays. But it's not as annoying as arty is.
I played a lot of heavy tanks after they changed the arty shells. Imagine 3 arties hitting you for 300 each on a tier 10 game, couple of minutes you are down to the low 100's in hp. Thats stupid. Forget the module n crew damage
@@jerrychandra9901 stop sitting in one place and move there will be times when arty are stopping you from getting wiped and you don't even see it.
If you don't like arty go play armored warfare they removed arty and lost most of their player base along with it because of cry babies you'll fit right in.
@@barstoolpreacher7851 lol yeah stop sitting in one place with a heavy tank? Good idea. I din know that. Thanks 👍
@@jerrychandra9901 is that your excuse your in a heavy tank then that's even worse
Two items:
First, I’d like to see how many games each of those players have in those particular machines. I willing to bet they both have a lot of games in them with VERY skilled crews. That T92’’s aiming circle in particular was very small for that gun, and it aimed in very quickly as well.
Second, I’m assuming WG has the XP set that way on purpose so that artillery players need to use the lower damage shells to get more XP, while WG can wring their hands and say that they aren’t being nerfed and still have the option to use the higher damage shells. That way WG wins, the whinny heavy tank players who cough up all of the coin are happy with the lower arty damage, and only the arty players (who most of the vocal players just want to go away anyway) lose.
Bond equipment reticule and the other one and Rammer ?
The worst thing about the changes is forcing arty players to target certain countries tanks first. 4 hits 200dam against Yuris tank. 4 hits 1200 dam against Pierres and dont mention Heinrick.
You forgot Mario.
Personally, I think "veeled wheicles" have done more to ruin this game than Arty ever has (even in the old days of no limits on the number of arty.
VW's have ruined spotting which makes games stagnate until the VW is dead. If people would take time to play Arty, they would know how to avoid being trolled by them.
The arty nerf combined with the HE nerf have made them much harder to play, but they are not anywhere close to the "unplayable" status that most have relegated them to.
Volkswagen has nothing to do with wv's or do they sponsor those kind of tanks and I should be angry at the German brand of cars for it xD.
@@NL-Chaos VW's ... Veeled Wheicles...
@@cheeseshark I was joking I have read the entire comment of you ;) just a first thought that came to mind after seeing the short name for that car brand that's all.
Arty is all about assist and stun nowadays. I have seen people wait for stun to leave then engage just to screw over arty.. they even admitted it in chat.
Hey Claus, the one thing I could never wrap my head around is the fact that when I'm playing my tier 10 French arty, even with an auto loader, I can't give myself stun assist, even when I hit a tank 3 times in a row...
If a tank is stunned, after the change some year ago, another SPG hit will not add to the stun. Hence, you can't stun your own targets.
RTFM, donkey.
@@azynkron Actually, you can add stun to a stunned tank, it just isn't as much as it would have been before the nerf.
Pre SPG nerf, I tried both of the smaller guns on the FV3805. Neither one would land anywhere close so they didn't work at all. I went back to the big gun and did quite well with that. With all of the changes, who knows now.
Keep up the great work Claus! I play mostly arty because I am 70 years old and my reaction times have slowed down quite a bit. I can’t compete with younger gamers in other tanks who are much faster although I do try. I love tanks in general and my heroes growing up were all WWII veterans including my dad and two uncles who fought in Nazi Germany. With all its failings, WOT is a fun game that can be very frustrating. After 7 years & 35K games (almost 70% arty), I say limit 1 arty per game but leave it alone. I do have an M44 with 2 mark barrel, it took 10K games. The real trick is not only to fully aim, but guess where the target tank will be in 4 or 5 seconds. For me, the RNG is the worst, as it negates the skills you may have developed. You win or lose based on a computer number generator, not your skill. This means you have limited control over your results and are basically playing a card game, or shooting dice. This is what I find the most frustrating thing about WOT. The trick is: don’t take it seriously. GLHF is probably the most appropriate advice.
Some players don't play SPGs because they can't spam gold to help their lack of skill.
Your aiming only gets better with a well trained crew, quite often when you aim at a tank and fire , if the tank disappears your shell moves off the target
True. The odds of hitting where you aim become far worse when the target becomes unspotted.
Always play SPG and always will.. it is part of the history of war...
WoT should have minefields and antitank bunkers too. Maybe even infantry AT guns hiding around.
They shouldn't remove arties and neither should they have nerfed them. Any reasonably experienced and competent player could easily minimize the risks posed by arty just by staying in motion once spotted (if not under arty-proof cover), and it's only the newbies and clueless players that would regularly be arty food -- just like in real warfare. Nerfing arty rewarded the clueless and reduced the benefit of experience -- it should have been left alone. Just like the massive armor nerf of the AT2 because clueless players couldn't pen the front of the tank when they couldn't figure out they could shoot a towering commander's hatch that can comfortably accommodate Shaquille O'Neal. Let them learn and figure it out, rather than have the game lower itself to them.
Arty is a much bigger problem at tier 6 than at tier 10. Tier 6 arty has reload comparable to tier 6 heavies. 3 of them on a map can ruin a game.
Tier six heavies take 13 seconds to reload?
"Arty is a much bigger problem at tier 6 than at tier 10".
Yes yes yes .... M44's are created in hell by the devil itself. Fact!
@@pimjansen1772 M44s don't have nearly the impact of non-arty at tier 6. Never have, even before the nerf. But non-arty players are scared because they do not understand how arty plays. Their ignorance makes them think m44s are created by the devil when those m44s aren't much of a threat at all.
@@larryselkirk426 Who said anything about 13 seconds? Arties like the Bishop and FV304 can easily have a reload of under 10 seconds if the player has any idea how to set it up. M44 can get into the 12 second range. And those 3 arty happen to be the most played in their tiers. 3 of any of those on a map can easily take out a tier 6 tank in a matter of seconds, at the very least well under a minute.
@@williamlattanziobill2475 : So, you were only talking about some tier six arty and not all. Got it.
I love playing Arty and yes they definitly made some changes. I think it is a much better balance. Arty has to wait for a long aim, long reload and now can actually help the team. I think getting rid of them would be a bad choice, they add tactics to the game. Really if you in a tank are going to sit and snipe spotted you deserve an HE shell up the a$$
Or the guy who was spotted, I nailed him once with my M53/M55, I fully reloaded and he was still sitting in the same spot. So I nailed him again. He totally deserved that. Just as I deserved getting one shot by arty in my Lowe one time when it first came out. I sat in the same spot, got spotted, was so intent on getting another shot into the enemy and not about moving that I received a round on the top of my engine deck and blew me to smithereens. That reminded me quickly!! 😉
There are barely any tactics involved in this game. If I go to the left side of the map and win it, I either push or flank. If I see that we lost the right side I'll go back and defend the base and keep them from flanking us. Apart from that it's just knowing where to shoot tanks, understanding target priority, and knowing map positions.
Most popular multiplayer games are a 100 times more complex than World of Tanks.
Saying they add tactics is debatable
@@triyo1089 You do need a good arty player who is watching and will help you. Stun so you can poke, fall back for them to hit. that kind
this is why I like mods, one, I can yell at the Charioteer for camping with high HPs, and two, I can make tactical decisions on who should be focused on the other team based on skill and HPs left.
Claus: Wargaming come clean.
Wargaming: niet papdania
It's exactly the correct way to distribute xp. If SPG should be in the game at all it should be as a support class, not a damage dealing one. I've only ever played them for missions and it was by far the easiest class to complete the missions for the Obj260.
Easiest class to complete the missions? When did you do them? Before the nerf? Now it's almost impossible
@@thehighground3630 Years ago mate. Can imagine they're way harder now but same goes for the blocking by armour missions for the heavies. Back in the day you could just roll out in your Maus or ST1 and jobs a good one. Now with all the gold spam, not so much.
"Let me know what you guys think in the comments" - Says Claus, even though he has clearly already made up your mind based on limited video evidence and limited artillery play experience. These 2 replays are pretty much the same as the last replays you showed, from very experienced artillery players, who have obviously played many games in artillery to get their barrel marks. They will almost certainly be running bond equipment, both running food, and have 5+ skill crews, with max field mods. The reason they are accurate is not down to artillery mechanics, but the players themselves doing everything they can and utilising every equipment they can to limit the dispersion and reticle bloom. I don't expect he will actually listen to the people who play this class all the time, as it won't fit the conspiracy narrative.
OMG Dave calm down. This is not exactly the right channel for pin point analyzes like yours. You must be new in Claus's world. Using exaggerations to make a point and obviously for comediacly reasons is the name of the game here and by the way you are making way more assumptions and guesses in your comment than Claus in his video. You may be right but who gives a sh*t? Again ... not the right channel!
By the way to be correct as well I just counted 11 assumptions in your comment.
Relax, lean back, enjoy yourself and don't take everything to serious. That's how we roll here. Have fun buddy ;-)
@@pimjansen1772 - his assumptions are correct, that's the only kind of arty I play anymore (triple marked, and have more games in it than other tanks because it is the only SPG I still play e.g. for missions - or less often when f2p but without food etc). It is my only SPG that is accurate enough and worth playing because of the crew, food and bond equipment, etc.
I do play SPGs. And the higher tier the more careful you have to be, because you have less ammo. So every shot must count.
Oh. And AP shells bounce 9 times out of 10. Just bounce with zero DMG. So those ARE useless. I wonder what WG had in mind when they introduced them... Probably nothing I guess.
Flying the flag for arta. Nice work Claus!
War Gaming hates arty and it's sad. I remember when a direct hit delivered full shell damage, after all your shell was hitting from the top down. Where the armor is thinnest. So, now you have a big slow moving, slow firing and slow to aim target for the others to pad their scores with.
I love playing arty; it gives you a relaxed feeling, especially after being clobbered with your casual HT play! Every now and then, I enjoy blasting random muppets from a safe distance with my arties, especially my LeFh18B2 :P
Mid tier arty definitely got buffed, especially the leaf blower with AP round
@@randysmith9841.
hahaha yeah indeed. I once killed 9 mofos single-handed with my leaf-blower :P
Soon as the vid started, I clicked on the like immediatelly. Not because of it's an spg game, but to support you whatever you do.
Keep up the good work Claus, you're my man!
I think they un-nerfed artillery. It was crap for awhile. Now I seem to get hit for more damage than ever before.
Great to see an SPG replay, thanks Claus. 👍🏻
First guy had great ping. It was dropping down to the low single digits at times.
Hey Claus, been playing arty for 7 years. You mentioned in video you didn't know arty players with 3 stripes. It is possible to do. I have earned 3 stripes on my Grille, GW Tiger P, GW E 100. 1 star on T92 HMC and 1 stripe on Gun Conq. I don't feel like arty is more accurate in the latest nerf to arty. The hits these players are making are well aimed and timed. These were perfect games for these players. The longer the team can hold out on a building-less map like El Haluuf the better the chances are that arty will hit targets that more or less sit still. Since the nerf, I have hit the sides of tanks for 1000+ dmg with HE shells. Something that wouldn't have happened before the nerf. I believe it has to do with the updated trajectory of the HE shells. You can arc more shots with every spg now. KaiserJosef. Thanks for all your videos and your sense of humor. Shout out to you Claus!
Yeah, nice Claus ! The first guy played more clever !!
A revolutionary style, actual use of W & S, never seen this
I am still playing and trying to get on the spg tech trees.
So far I am having Russian up to SU-14-2, USA up to M12, France up to Lorraine 155 mle. 50 and British up to FV207.
The wheeled tanks have done more damage than the arty have done.
But why are they putting SPG's to play in the cities!
I hate SPGs but this dude know how to play SPGs and know how to help his teammates, and I respect that. the problem after the SPGs nerf is the hulldown tanks are being so powerful that breaking the balance, a chieftain now can sit on the open field and using its gun depression and nearly invincible turret armor to destroy the entire team's heavys without losing half of his hp
And that is why the unicum hull down meta players were so vocal against arty. Then all the fanbois took up the chant too because the streaming unicums told them it was bad. Arty maintained some amount of counter to that hull down meta and made those guys move. Now, as you say, the balance has been broken and those guys can "dominate on the battlefield."
@@amazingronaldo9656 Sadly, these unicums are those who paid WG the most, they bought tons of prieum vehicles and only play them for like 10 battles and never play it again, so of course WG is going to do things that benefits to them (bonds equipments, nerf SPGs, op CW reward tanks...)
Claus could you please add the option that shows the gun reloading on the screen? It would give us all a much better experience!
I like how the first guy one shot that STRV, very lucky moment
Claus, the playstyle depends on which arty you're playing too. The American one has the longest reload / alpha, so it favors the more careful playstyle. With the Russian one you can take more risks in every way (it's much more mobile as well).
I saw in the latest WoT newsletter you were featured as a popular Streamer in it. Thats some huge progression from when I started watching this channel all of those years ago. Cool stuff
I wished I had those kind of games :S I love playing with my arty and supporting my team on critical points in the field when things are looking grimm for my teams chance on winning. One time I had to shoot on both sides of the map as my men where outnumbered 1:2 and 1:3, they fought with much bravery but I knew they would eventually lose if I did not step up my game.
I aimed at the guy that was outnumbered 1:2 as he had less health and not a premium tank. I aimed shot and.... I stunned the entire group tracked 2 tanks and 1 got away with shit in his pants. Sadly I could no longer help my now tracked and for sure dead teammate so I focused on the other person on the other side of the map.
I aimed to scare them away as a artillery master should do as we do not allow anyone to be hurt if not needed. So I shot over the heads of the enemy and shit on my own teammate so that they knew I would not discriminate to make a point. And now they knew that if they continued their assault there would be big shit storm coming their way, as I would make them cry for mommy allot by hitting all around them constantly. I know no one wants to grab a new pair of boxers every 30 min... I mean 30 seconds sorry time go's slower for people who are artillery masters.
Eventually I shotgunned a heavy tank that had 400 health as he approached me and then I drove as fast as I could while my men where reloading the big gun( after their brake was over so they where pretty slow) so then a Ferrari came around the corner that the enemy had camouflaged with a tank gun, of course we shot at the Ferrari point blank because they drive way to fast so we sat in a corner but it bounced our HE shot so we now where tracked by the explosion and the 200 health Ferrari light tank shot us in the side and back and that was our end. But he we did our best.
How to make spgs fair... Revert changes back to 7.0 spg stats except view range return mobility.. Limit spgs to 1 or 2 per side.. Let spgs 1 shot kill things with the high damage. Remove stun shell damage.. Add smoke shell.. Remove the spg tracer for tanks.. but keep the spg warning sound you hear and see on the screen incoming spg shell as a standard 100% crew skill..
They nerfed arty very bad back then, ending in people stop playing these vehicles. But at the same time they left the same missions for arty, so people ended up having a really difficult time completing the missions for artillery or not completing them at all.
As I see this, there can be 3 alternatives, either limit 1 arty per game and buff them a little, remove them completely from the game and delete all missions relevant to it ( or give some kind of compensation for those who worked their ass off to make it work), or return them to their previous stats and keep them 1 per battle.
Interesting fact from WoTReplays. Top damage for arty is around 5500-6000 and is mostly achieved by tier X, earning the player between 1000-1300XP.
If you sort by XP earned, you will find the 105 IeFH18BN2 dominating the list with 1300-1600 XP and it doesn't even stun.
What do I want to say with this? I don't know, just found it interesting and wanted to share.
I shot a BC 12t that was on the move side to side on Prok, 2 seconds blind, penned and destroyed for 800+ damage. It was pretty glorious.
The Speegees. Hah hah hah ha stayin alive.
But Claus, he has 3 marks in an arta. He will be accurate.
It has always been the case that if you take your time to aim you will hit more often. The difference since the nerf is that you have to take your time to aim or you do nothing, so everyone is taking the time to aim.
The m53 aimed behind the target because the target was backing up. When arty fired the target began to move forward instead of backwards. Happens a lot.
"P stands for propelled not parked" that should be a sticker i would put on my SPG :D
I love my German arty and I don't use it to gain credits or exp. I use it to change the course of the enemy strategy. I use it to either break the defense holding the team back, or stop an enemy offensive. Ratings are the biggest issue because it takes a team of 15 players and turns them in to 15 individual players.
Gore Medal is nearly out of reach nowadays, arties still work fine as crew academy over time.
Arty's aimcircle on the ground is a projection of the calculated arc to the 'flat' surface of the ground, therefor sometimes oval shaped. To have more target area/surface covered by Your aim, You might tend to aim 'behind' the vehicle.
You've convinced me Claus.
I'm gonna start playing artie again.
I recently started playing arty and it took some time but I actually enjoy it. I used all my orders to skip the arty missions in the Stug campaign but later went back and completed them all.
My favorites are my T92, and my no longer sold leaf blower. I complete many of my daily missions in it. I do feel sore about taking the splash from my T92. I respect lowering the damage, sure. But they have truly crippled arty, with no chance to stand alone at all. Let's face it a bombardier, out of the question. Yes my little lefh is so fun and unchanged the least. But, that's my opinion. Here is another opinion of mine. Your so funny. It's fun to watch your videos. I listen to your Muppet teaching. Realize my muppetry and poof. My stats are improving. Lol but in a way I can laugh at myself. Thanks a ton.
You are correct, Claus, it was always stupid how Wargaming counts performance in artillery, because it is totally artificial and has nothing to do with arty helping to win the battle. Stunning counts more for them than damage, because WG doesn't want arty to 'steal' damage that tanks should be doing, despite the fact that most 'assist' damage would have happened anyway, whether enemy is stunned or not. Wargaming wants arty to only stun, players hate stun, because it's annoying. I was one of the best arty players and a pretty good tanker too, but I stopped wasting my time with this game because it just got more stupid over time and the monthly events can only be done successfully when you dedicate insane amounts of time to it, and because of EBRs and constant grind because of hidden nerfs and new OP tanks.
I only play a triple marked SPG for missions or if I am trying to maximise credits per shot (shooting only HE). For missions I use bond equipment and food. Then it is accurate. Good games require team mates with good vision who track enemy tanks for me and who can stay safe. If WG wanted to remove arty, they should have removed +2MM, because that was the only reason I started playing arty as a new f2p player.
He's a dedicated follower of Splashin' 0:57
They didn't have to nerf HE (and hence arty), all they had to do was limit it to one arty per team so that they weren't a total nightmare. That way arty would be playable, and it does add variety to the game, even if it is the sort of variety that is a pain in the arse...
Why was arty a nightmare for you?
@@larryselkirk426 roll out in a heavy on an open map in a 3 arty game - that was never nice!
@@stevewebster5729 : Been there, done that, just need to know how arty works. 1st hint. Don't stop moving.
@@larryselkirk426 I know how arty works, my point was that instead of nerfing HE and spoiling a lot of fun, all they had to do is limit arty to one per team - same with EBRs and the other toxic OP tanks - one per team you can stomach, 3 per team and it's all madness...
@@stevewebster5729 : It's not madness to have 3 per team. Arty is mere annoyance, & wheeled vehicles just need to follow the laws of physics. Tanks seldom die from arty hits. If limits are the answer then limit the tanks that do the most damage, not arty. Why limit support vehicles?
Slightly nerved damage and dpm, less reload and more speed, only one SPG per side. Role of SPG: help against strong medium and heavy tanks, one shell does more splash damage and stun, other shell does single target damage but no splash and little stun, gold ammo has more damage and less penetration.
In WoT, the aim circle was implemented as a way to balance the fact that the computer automatically adjusts bullet drop for the player. However, this causes a lot of problems when it comes to balance in so many other game aspects - RNG and weakspots, artillery, snapshotting. If Wargaming decided to take a page from War Thunder and removed the automatic bullet drop adjustment for all vehicles in the game, all of these problems would be fixed instantly
In War Thunder, aim circles are pretty much not a thing - if you aim for a weakspot properly, you will almost always hit it, whereas if you don't aim for a weakspot on purpose, you will never hit it. The fact that War Thunder also requires you to adjust for your own bullet drop means that aiming at weakspots is not a trivial task, and is something that requires practice (whereas in world of tanks, the aim circle means that someone can be aiming perfectly at a weakspot and not hit it b/c of poor RNG, while someone else can be aiming at the wall next to the tank and still hit said weakspot b/c of lucky RNG)
In War Thunder, indirect fire *is* possible, however, the non-existence of satellite view and Wargaming's bullet drop adjustment systems means that indirect fire requires actual player skill, coordination with one's own team, and intimate map knowledge. As a result, no one in War Thunder considers the way indirect fire is implemented in that game to be unbalanced (don't believe me? go on the war thunder subreddit and look up anything related to indirect fire). The biggest reason why I left World of Tanks many years ago and came to War Thunder was precisely because of this issue - it was not fun to play arty in WoT, and it was not fun to play against (plus most of the anti-arty people were *just as cancerous as arty itself* , which is a topic i'd like to go into but is ultimately irrelevant to the main point of my comment here). Meanwhile, the Sturmpanzer 2 in War Thunder requires a shit-ton of practice and an extremely good eye to be able to hit anything beyond 500 m on the first shot, but for the genuinely most skilled players, it is a meme-machine.
In War Thunder, the fact that players have to adjust for their own bullet drop means that snapshotting is not a thing, period.
Sold all my SPG'S even my go too money maker Hummell with a crew of Majors. 3 stripes years ago. WOT nerfed SPG'S into oblivion.
EBRs should have been removed, they are way more atrocious for the game.
Wheeled vehicles should not be able to flip end over end three times and at 60 kph without killing the entire crew. And a shot to the side by a high velocity gun should go right through the vehicle. And a hit by big arty should kill the crew.
Thanks to EBRs it has made role of light tank obsolete and turn the 15 min possible game for arty into a 5 min or less due to the EBR rushing right into the rear lines to 1~2 shot arty. So yes they need to be removed.
@@airlink2142 If EBRs were more realistic they wouldn't be nearly the problem they have become. The wheeled vehicles in WoT are very much like Mario Kart cars. They do not follow the laws of physics or biology.
@@larryselkirk426 I totally agree that if they were more to what they are capable of in the real world then EBRs would be more balance. On another note it would be funny to have Mario, Lugi, or Yoshi as a commander for the EBR.
To get high xp in artillery, you have to take blind shots, because those will give you more xp than shots where your teammates spot for you. Many times I aim and when the tank disappears, I take the shot. The first player, was playing safe and didn't seem to care about xp.
Arty is a support class. They should get XP for supporting ie stunning. The problem is with the missions, like SPG 15, where you have to deal a ton of damage AND stun a lot.
I agree pretty much. The way to balance for the big M needs to be improved. I agree with the other poster who noted that RNG for arty is skewed far on the shit side of things. If they wanted arties gone they just should have taken them out of the game and made all of 'em in our garages disappear. But I'm still angry that they just decided to phuque arty players. There needs to be some adjustments made if they keep arty in the game. Right now playing arty is pretty much like bending over, spreading your non-lubed cheeks, and shouting "Come on, big boy!"
If WG want to make artillery truly a support class, give us shells that do different things than damage or stun. Go back to one damage/stun shell and add shells that slow down track repairs, shells that increase a tanks time of remaining spotted, shells that decrease a tanks spotting distance, or radio capability. As an example, you could have a flare shell that gives off smoke for a certain amount of time if it hits the tank, even when the tank goes unspotted you can still see the flare smoke. they need to be more imaginative with the ability of artillery to affect the outcome of a match. Shell types that don't deal damage have a much lower reload time due to the current short nature of games.
Or better yet, let arty take out any building.
Wargaming started changing the SPG role with the introduction of stunning some time ago. I guess this is the continuation of this journey.
22:55 if i was not mistaken, this is how you will get damage (before stunning mechanic). more than a thousand just like that.
The most fun I ever had in an arty was when there was a tier 2 T57.
I earned at least 50 kamikaze awards in the thing.
I’ve played artillery through the German line up to tier 7 after the Nerf I can’t hit anything one out of five shots hits it’s Mark everything else fully aimed misses the target. I got the French leaf right before the Nerf it was fun to play now arty is just frustrating as Frack. If wargaming Nerf artillery they should’ve balanced it by faster and time or faster reload the missed hit ratio on the average artillery is now crap.
I absolutely love arty, sucks when nobody is there to protect your six. Those wheeled scouts are the death of me
"P stands for propelled not parked" - LOL, facts
agree with you Claus... only play them for missions/campaigns
The tier 5 Leaf Blower is a lot deadlier now. It used just keep you tracked, now it kills you. And yes, WG needs to work on SPG xp.
i can only play arty if i zoom in on a normal tank my fps drops to 17 fps
idk previous years it wasnt like that i have all the graphics at the lowest
and now im limmited to playing arty only sometimes i play normal tanks
but with right click autoaim so i dont interupt my fps
As my nick suggests, I'm an SPG player.
After all the "rebalances" that this class received, I shouldn't recomend any change, "because reasons". People still whining / crying about artillery gameplay, even with all that has been done.
About the accuracy, it still the same. The arty players that needed to improvise, adapt and overcome the changes.
On random battles, World of Tanks have only 2 objectivs: kill all the enemies or cap their base. That's all.
You don't win by stunning "x" times the enemies. You have to kill them. And that's about inflicted damage and lowering their numbers.
We received the "rebalance" that lowered our XP if we inflict lots of damage and/or kills lots of enemies, but the game is about it (damage and/or kills). If I can help my team to win... then let's go. "F" the rebalance and let's win.
(38k battles, 8k PR, 57.3% WR here, to whomever cares about stats)
He has his own spotter.: AMX
They are in platoon
I like SPG games once in a while.
Wow that some mighty fine clicking LOL.
The T8 FV207 guns are 2.31 and 2 rpm, stuns 22s and 25s, the FV3805’s are 2.61, 2.14 and 1.62 rpm, stuns 22s, 25s and 28s. Which tank has 3.5 rpm? Dedicated Jeff drivers now play for stun damage, are you suggesting taking that away from us too now?
I always fully aimed my arty, except the M44. And I have marked (usually one mark, bordering on two) most of my arty moving up the tech tree.
I played artillery during the Christmas season, however haven't played it since the new year started. EDIT: Have not seen much artillery in the new year and it is very seldom a problem for me, even with an open turret TD, I try to be careful most of the time. Just checked, the most damage I've done was 4376 in the tier 9 Russian arty that has never been marked. I am an average player, no where near good. Unfortunately I have a learning and memory disability that heavily impacts my game play, being 72 years old doesn't help either.
No to nerf. The 4 minute game meta they have developed requires a BOOST to reload time and high explosive shells doing next to no damage is pointless. I only have 2 marks on my t92 earned pre nerf now I hate it. I fire on average 5 shots a game and am lucky to average 1200 damage. The last shot usually point blank will be absorbed by the wheels of an ebr or the amazing screen that fails to be penetrated.
I sold my t92 when then massive nerf hit. Because when that happened every 40s I either miss fully aimed shots or did no damage on hits. It sucks because I worked hard to unlock the t92 years ago.
playing faster loading spg's make you make blindshots and bad choices more often than say a slower loading spg such as the tier10 T92 as oppossed to the tier10 Bat Chatillon 155 . I enjoy playing both but I agree that the T92 makes you think carefully about each shot. I have one mark on my M35/M55. I have found spg's have increased accuracy if you are prepared to be patient.
Claus remember old days when you really had a crew and were stunned.After say couple ap hits a arty could land on you,kill your whole crew but the tank survived.Thats a percussion shot an it works.Just any vet including me hows the ear ringing these days lol.know it aint funny in life but here did work once
Still play my M44. In my opinion they over nurfed the Arty ! why? they could have limited the matches to a max of 2 arty a side.
It might be more accurate upon occasion but it's entirely dependent on what sort of rigged number generator WG gives you in a match. Bad RNG means your shots land outside the aiming circle or do minimal damage, good RNG means you're firing laser guided shells that don't miss. Its that way for the whole game now, not just artillery, nothing but a rigged "RNG" casino with predetermined outcomes calculated by WG before the match even starts.
Really a professor in arty play!
SPG - Special Persons Gamers
I play a lot… and am double marked on two!! Let the 😈 run wild. Now, I never use my TX arty… it is not normally that accurate and the DPM sucks. T9 and T8 with the stock guns have great DPM and you are constantly active. I suck at this game… but I killed an EBR sherif once with my M53! And it was on the move!!!
First off I can guarantee you arty accuracy was not buffed.
And I've found what you have, the game puts a huge weight on stun assist, even more so than straight damage or other assist. I am always attacking someone my teammates are currently attacking so I can take advantage of the stun assist
Is it easier to get MoE on SPG after the nerf, or harder? Should try it again 👍
your right i have tried it myself, had a great laugh too!
05:29 - actually the Conqueror Gun Carriage is the least accurate arty (and among all other vehicles) of the game.
M53/M55 is my favorite arty and I'm working this period to get it!
Funny fact, in 11 years I've never played arty.
i love arty, i played it a lot (40.000+). 1) for those good results in arty you need... TIME. most of the games are way too short. 2) you do that damage if you can see shootable targets/when you have somebody who is doing the spotting work. 3) i do not believe that there is anybody with 3 gun marks in tier 10 without regular team/clan/platoon-gaming.
I think wargaming should rate the damage much higher than stun support and also not add stun damage for the MoE. The average XP and especially credits i get for tier 10 arty is usually not higher than playing tier 6 tanks... a destroyed T92 cost you 34000 credits.
3:19... Arty?! Shiiiit, I don't even play WOT anymore lol, I just watch u and Skillz!!^^
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Yep. That’s it. Going to SPG it till the cows come home.