SPG Rebalance: Changing the Stun Parameters

Commonly known as artillery or “arty” for short, the SPG is a truly unique vehicle class in World of Tanks, and a significant number of World of Tanks fans play them. Coming a long way in their development, SPGs have found their place among existing vehicles starting off as pronounced "damage dealers" that evolved into support machines. Now’s the time to tell you how we want to change their stun parameters based on a long study of statistics and your feedback we’ve accumulated since 2017.

Why Are We Doing This Rebalance? A Retrospective View

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Our Adjustments

Our adjustments will consist of several large blocks. First, we're planning to reduce the duration of the stun from all artillery hits on already stunned vehicles. But let’s quickly take a look at a bit of theory, it will help you better understand the mechanics of the upcoming changes.

How Is the Stun Time Calculated Now?

The maximum stun time consists of two components:

  • The first component is constant for each SPG shell and doesn't depend on the damage inflicted. In the shell settings, this value is set by a coefficient from 0 to 1, and in your Garage, it's displayed as "minimum stun time" in seconds. This is one of the balance parameters of the shell - the same, for example, as penetration or velocity. This parameter is configured individually for each SPG shell, which has the ability to cause stun.
  • The second component is a conditionally variable value, which is calculated depending on the damage caused by the shell. This characteristic is not specified in the game client directly, but it's easy to calculate. This value depends on the damage, and each time it is different.

In summary, both these components (constant and variable) are equal to one (1). Let's consider their ratio on the example of the Object 261. At the moment, this SPG has the following characteristics:

  • Constant Share of Stun = 0.45
  • Shell Stun Time (maximum stun time) = 29 seconds
  • Minimum Stun Time = Constant Shell Stun Percentage * Maximum Stun Time = 0.45 * 29 = 13.05 seconds

Based on this data, we can calculate the variable amount of stun and its ratio with a constant value:

  • Constant Share of Stun = 0.45
  • Variable Stun Percentage = 1 - Constant Percentage Stun = 1 - 0.45 = 0.55

What Do We Want to Change?

For clarity, let's consider the situation when the Object 261 fires at the IS-7.

 

1. We will modify the constant component of the stun, which doesn't depend on the damage. Accordingly, we'll increase the influence of the variable component by 5%. Using the example of the Object 261, this ratio will change from 0.45 and 0.55 to 0.4 and 0.6. This will change the minimum stun time for the Object 261 from 13.05 to 11.67 seconds.

2. We will also modify the second component of the stun, which depends on the damage. We will change the distribution of damage from the splash depending on the distance from the tank to the center of the explosion. Now this range is from 0.5 in the center of the splash to 0.15 on the edge. We will reduce the amount of damage at the edge of the splash from 0.15 to 0.05. This will decrease all splash damage, except for cases when a high-explosive shell explodes directly on the armour. And this, in turn, will lead to a slight decrease in the second component of the stun.

3. If you are already under the effect of being stunned, then any further stun is halved (1/2 stun). To better understand this mechanic, let's take a look at a specific example below.

4. We will reduce the stun time when an SPG shell hits a vehicle which is already under the effect of stun if the machine is equipped with a Spall Liner. Now the Superheavy Spall Liner will reduce the additional stun time by an additional 20%, and a Heavy Spall Liner by 10%. For example, if the additional stun time is 15 seconds, when using Superheavy Spall Liner it will be reduced to 12 seconds, and in the case of Heavy Spall Liner to 13.5 seconds.

Changing the Additional Stun Parameters

Currently, if the additional stun time is longer than the remaining time of the previous stun, then the additional stun time is added to the total stun time, as shown in the illustration below:

The first stun is 20 seconds. After 8 seconds, another shell hits your vehicle, adding another 23 seconds. And the total time will be 8 + 23 = 31 seconds.

After changing this mechanic, additional stuns will automatically be halved in time. So, the total time stunned will decrease:

The first stun is 20 seconds. After 8 seconds, another shell hits your vehicle, adding another 23 seconds. It is then halved, so the total stun time is 8 + 12 = 20 seconds.

As you can see, the difference between 31 and 20 seconds is significant. During this time, you can change your position, deal damage to opponents, reset the base capture, etc. Thanks to the new mechanic, the stun time from the repeated hit of an SPG will be greatly reduced. There will also be more cases in which the stun timer will not change at all when you are additionally stunned.

If the time of any stun is less than 5 seconds, the stun time will not apply.

Changes In the Characteristics of  SPGs

The changes for each of the points are small, but together they will lead to a significant reduction in the duration of stuns, especially from additional stuns. These changes will affect different SPGs in different ways, depending on the settings of these machines and their current combat effectiveness. That is why we're planning to change the performance characteristics of individual SPGs in order to tune their effectiveness after the announced changes take effect. In particular, we'll reduce the splash radius by 5% for the following machines:

  • G.W. Panther
  • G.W. Tiger (P)
  • G.W. Tiger
  • G.W. E 100
  • M12
  • M40/M43
  • M53/M55
  • S-51
  • SU-14-1
  • SU-14-2
  • 212А
  • Conqueror Gun Carriage
  • Object 261

We will also make individual adjustments to the performance characteristics of the following SPGs:

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