It was just a few weeks ago when we dropped the first “pack” of changes on the test server, and the Sandbox community eagerly helped us put them through their paces. We’ve gathered enough feedback, and while studio teams analyze it, we’re inviting you to jump aboard the second phase. This time, we’re testing comprehensive changes to artillery (SPGs).
Before we pull the curtain back on the details, let’s talk about the state of things.
The current SPG mechanics can disrupt the gaming experience. Occasional one-shots and poor accuracy make them little fun for both: those driving them and those fighting them. They're often played as devastating lone wolves and tend to force draws and base camping, even though they're designed to support the team by crippling enemies and help set the attack direction from afar.
As part of the second testing phase, we limited the number of SPGs in a battle to no more than three per team and introduced a series of tweaks to the class, all aimed at making the vehicles more team-oriented, more interesting to play, and less frustrating to play against. This includes:
- A new stun effect that's revised and improved after last year’s Sandbox test:
- Implements the ability to reduce the stun effect and lift it completely with consumables, which are now multi-use
- Added stun indicators that should help both teams quickly assess the situation and adjust their battle plans
- Revised ammo loads and shell and combat parameters:
- No AP and HEAT shells for SPGs
- Decreased penetration and alpha damage for HE shells, while also improving their accuracy, dispersion on the move, aiming and reload time
- Increased blast radius and revised the damage falloff within it
- Introduced target area marking so that SPGs can show friendly vehicles where they aim
- New alternate aim for SPGs to make artillery gameplay more engaging and efficient
Head to the Sandbox blog for a detailed breakdown on the changes, and their reasoning.
This isn’t our first attempt to fix artillery. Most of the changes on the list were tested in last year’s Sandbox. What you’re getting now is a new iteration built on the lessons learned. And this time it’ll be a more focused test: artillery is the only item on the second phase’s agenda; there's no other changes that could dilute the experience.
We hope this set of tweaks gets us a few steps closer to creating a truly fun, diverse experience for all vehicle classes. Apply for the test and join the discussion on the Sandbox forum!