Jump to content
EN
Play

Forum

Rebalance explained in plain numbers: gun vs hull


 Share

Recommended Posts

I thought it would be interesting to match the power of guns against the hp of each tank.

With the new rebalance, you have to wait way too long for the M3 grades to become available, so it's important to get used to play with the M1,M2 grades and to learn their parameters.

Second, the prices in your garage have jumped up a lot, you can no longer just buy everything, gotta think twice which gun you buy first that you can then rely upon and that will help you earn crystals to eventually buy everything else you have dreamed of.

So let's answer a question: Upgrading just one gun as you get promoted, how good will it stand against other tanks that appear at each rank?

Let's assume that the price is not an issue (game designers believe you will have plenty of time to earn crsytals), so the new grades of guns and hulls appear immediately in the battles as you enter a new rank.

 

 

Let's start with the Railgun.

 

The numbers in the table show how many shots of railgun it takes to fight down a given tank at a given rank. Here, the colors are just to show the relative difficulty: the blue/green means easier, the red ones mean harder.

The small numbers on the right is the same calculation for the parameters before the rebalance.

The first column on the right shows available grades M0-M3 of the gun. Inside the table, each column is split by double lines into 4 different blocks showing the availability of M0-M3 grades of the hull corresponding to that column.

 

Railgun3.png

 

 

What do we see here?

At the ranks from private to sergeant, playing railgun against wasp will be like tossing a coin. The number 1.00 means exactly one shot. But we all know that there is a probability in each shot, meaning that in 50% of case the damage will be below wasp's HP and in 50% - above. For the same reason, all cells with values close to 1.0 are shown with the same color.

 

Let's follow the career of a railgun owner fighting hunters: look at the 'hunter' column from top to bottom. At lower ranks up to WO-2, railgun can not kill it with one shot (1.38 required). At WO-3 railgun gets upgraded to M1 and so can make a single shot kill. But at WO-4, hunter gets promoted to M1, becomes stronger and the balance is restored.

 

Now, about Shaft.

The numbers in the table show how many shots of shaf it takes to fight down a given tank at a given rank.

The calculation is made for the sniper mode of maximum power, because it's DPM is higher than that of the arcade mode.

 

Shaft3.png

 

P.S. other guns will follow...

Edited by r_A.Einstein0
  • Like 7

Share this post


Link to post
Share on other sites

About Thunder.

The numbers in the table show how many shots of thunder it takes to fight down a given tank at a given rank.

Here and in the following tables, the meaning of the color is different: the color shows the number of seconds needed by thunder to destroy a given hull (see the scale under the table).

For example, hunter M0 requires 2.07 shots of thunder, which is 3 shots in real life. It takes 2 recharge cycles 2.96 sec each, and so it is shown in green (range of 5.0 to 6.0 on the color scale). Thunder M3 against hunter M3 needs 2.92 shots, which also 3 full shots or 2 cycles of 2.43 sec, that is under 5 sec, and so shown with blue color.

Such coloring scheme allows for a simple comparison between thunder (or smoky) and continuous damage guns (freeze, firebird, isida).

 

Thunder3.png

Color_scale.png

__________________________________________________________________________

 

 

About Smoky.

The numbers in the table show how many shots of smoky it takes to fight down a given tank at a given rank.

The color shows the number of seconds needed by smoky to destroy a given hull (see the color scale above).

The crytical damage is added to the smoky's average by taking into account it's HP amount and probability.

 

Smoky3.png

Edited by r_A.Einstein0
  • Like 6

Share this post


Link to post
Share on other sites

About Ricochet.

The numbers below show how many seconds it takes for Ricochet to fight down a given hull at a given rank.

The calculation accounts for the limited rico's capacity and the subsequently reduced shooting rate. Also, I considered the integer number of balls required even if their total HP is over the hull's HP.

The reduction of damage with distance is neglected, we assume a head-on attack with all balls reaching the target.

The small numbers on the right is the same calculation for the parameters before the rebalance.

The color has the same meaning as in the tables for Thunder and Smoky, so you can use it to match the time needed when estimating the outcome of a duel.

 

Ricochet4.png

 

_____________

 

About Twins:

 

Twins3.png

Edited by r_A.Einstein0
  • Like 5

Share this post


Link to post
Share on other sites

About Firebird.

 

The numbers show how many seconds it takes for Firebird to fight down a given hull at a given rank.

The calculation accounts for the after-burning that begins 2.5 sec after the start of attack and equals 40% of the hp/sec of the given firebird's grade.

The limited capacity is also taken care of: once it is exhausted a reduced average DPM is applied.

 

Firebird3.png

__________________________________________

 

 

About Isida:

(same considerations, same coloring)

Isida4.png

_______________________________________

 

 

About Freeze:

 

Freeze4.png

Edited by r_A.Einstein0
  • Like 6

Share this post


Link to post
Share on other sites

awesome work mate, thanks a lot for this, well done!

+10

:tank:

 

But I wonder how you calculate this:

About Smoky.

The numbers in the table show how many shots of smoky it takes to fight down a given tank at a given rank.

The color shows the number of seconds needed by smoky to destroy a given hull (see the color scale above).

The crytical damage is added to the smoky's average by taking into account it's HP amount and probability.

Cause Critical Damage is total random for each shot so you can have it twice in a row or not at all at 20 shots...

Edited by r_Otto_I0

Share this post


Link to post
Share on other sites

Correct me if I'm wrong but does this show, it is easiest to kill a tank using Freeze, since there are no red(ish) colors in the table?

Your understanding is right, but this is true for the case of head-to-head attack.

 

Freeze has the highest hp/sec of damage.

For Thunder, Smokey, Railgun, and Shaft we can estimate the average damage rate as: (MAX+MIN)/2 * (Shots/min)/60 = Damage [hp/sec]

So, for grades М3 we get

Thunder: 30.5

Smoky: 30.8 - that includes the critical shot: ( (MAX+MIN)/2 + 190*0.08) * (Shots/min)/60

Railgun: 20.2

Shaft: 19.3

Twins: 49.6

Ricochet: 48.6

Freeze: 56

Firebird: 50

Isida: 50

Edited by r_A.Einstein0
  • Like 1

Share this post


Link to post
Share on other sites

Your understanding is right, but this is true for the case of head-to-head attack.

 

Freeze has the highest hp/sec of damage.

For Thunder, Smokey, Railgun, and Shaft we can estimate the average damage rate as: (MAX+MIN)/2 * (Shots/min)/60 = Damage [hp/sec]

So, for grades М3 we get

Thunder: 30.5

Smoky: 30.8 - that includes the critical shot: ( (MAX+MIN)/2 + 190*0.08) * (Shots/min)/60

Railgun: 20.2

Shaft: 19.3

Twins: 49.6

Ricochet: 48.6

Freeze: 56

Firebird: 50

Isida: 50

 

I see well... nice for this chart and as I said before thanks a lot for that... Just not actual realistic and very plain statistics (this is no critic just want to point out some other facts)

Specially 3 guns are hard to "judge" correctly here:

Smokey, because the critical damage is random and if happens crushes any statistic.

Railgun and Shaft: If they get the first shot done together with you they get in the first moment very far ahead in damage and before you can make up you are prolly dead already (Railgun with up to 166hp in 1 shot and Shaft 214)

Also missing here is the fact that Freeze and Firebird can damage more than 1 tank at once (which isida cant) and of course the freeze effect.

And dont forget the healing of isida which might help just to get a flag home for your team-mate.

Anyway, just some additional thoughts to all this, thanks again for these stats A.E.

This helps for sure to choose on paints (like Mammy doesnt seem to need rico protection but twins!)

Share this post


Link to post
Share on other sites

I would care to disagree with freeze, because twins takes less time to kill a tank with bigger range.

makes sense but the the freeze will slow you down and destroy you can the twins slow you down... no of course not the freeze is good for mammoth because to guarding your flag would be easy you can slow down opponent with freeze. Its also good with wasp to capture opponent flag you can zoom by take the flag slow the guy down if not destroy and capture it.

Share this post


Link to post
Share on other sites

I would care to disagree with freeze, because twins takes less time to kill a tank with bigger range.

makes sense but the the freeze will slow you down and destroy you can the twins slow you down... no of course not the freeze is good for mammoth because to guarding your flag would be easy you can slow down opponent with freeze. Its also good with wasp to capture opponent flag you can zoom by take the flag slow the guy down if not destroy and capture it.

Share this post


Link to post
Share on other sites

Hey I have a suggestion: Maybe players could sell their guns and hulls. So like, everything in their garage can be sold, except for wasp and smoky and green paint, and the exact amount of crystals that the gun/hull had cost will be given to the player. Just my thoughts:)

Thanks!

  • Like 1

Share this post


Link to post
Share on other sites

A.Einstein, you are one true einstein :D

 

 

 

Hey I have a suggestion: Maybe players could sell their guns and hulls. So like, everything in their garage can be sold, except for wasp and smoky and green paint, and the exact amount of crystals that the gun/hull had cost will be given to the player. Just my thoughts:)

Thanks!

Declined

 

Share this post


Link to post
Share on other sites

I have a question. How much hp must you heal with isida to get 10xp? Earlier it was only 100, but now that would be absurd

I think you have to use all "yellow bar"

Share this post


Link to post
Share on other sites

I have a question. How much hp must you heal with isida to get 10xp? Earlier it was only 100, but now that would be absurd

From discussions on Russian speaking forum, Isida gets 10 points for healing 100% of team mate's hp, no matter is he carrying a flag or not.

That means, it's wise to heal wasps rather than mammoths, just to save your charge. On a full charge you can heal 3 wasps and get 27 points, or one mammoth and get 9 points.

Edited by r_A.Einstein0
  • Like 2

Share this post


Link to post
Share on other sites

 Share

×
×
  • Create New...