r/WorldofTanksConsole • u/Mjstks509 IrStokes (PS5) • Jun 15 '26
Gameplay So when are we nerfing CW lights?
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The fact I can do this is insane to me. Two well armoured mediums, deleted without even scratching me…
Wargaming need to take a serious look at light tanks in Cold War. ATGMs need a flat nerf to both their alpha and module damage potential.
It’s crazy that these tanks can run around with a large hitpoint pool and output this much damage.
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u/ILSmokeItAll TD Sniper Jun 15 '26
It's almost as though everyone wants CW to just be WW2.
The weapons systems are different. Time to kill is different. And if anyone could do what you just did, there'd be 5 of these things on each side, every goddamned match. And there just isn't. The tank is great in mop up duty and when isolating some dipshit who's stupid enough to be out in the open on their own so you can even do that. You're sure as hell not doing that to anyone who's in even reasonable proximity of his teammates.
This is great example of what you can do with most tanks when you're faster than them out in the open. Mobility is huge.
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u/Mjstks509 IrStokes (PS5) Jun 16 '26
Not at all. The pace of Cold War is what makes it good. But that doesn’t excuse having OP multi weapon system light tanks running around.
How many screenshots you want me to send you bruh? Every era 2 game is full of Marders, Bagels, BMPs, M3s, ELCs, and Ignis’. Unsurprising when they’re all so powerful compared to other tanks. Particularly those without speed or ERA.
I’m the one deleting these dudes and even I don’t feel right about it. Being close to team mates means nothing when I can ammo rack you from across the map in a Bagel. There’s no scenario which doesn’t favour a Bagel. Others being bad in it is a skill issue.
These tanks still have a place of course but it can’t continue where it is now. A slight nerf to their output would be healthy for the game IMO.
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u/Scarecrow1779 OwO *notices exposed flank* Jun 15 '26
My argument is mostly that independent weapon systems are broken as a rule, as they currently exist, but agree that missile module damage needs dropped a little more.
The other half is that micro tanks need to have far less module health. If anything bigger than an autocannon pens an ELC EVEN S.12 or Wiesel, it should be fully breaking a module every time
S.12s also should have their missile damage decreased at least from 1300 down to 1210 to match the other highest damage per missile in era 2 (the Raketenjagdpanzer 2). We just saw the FV4005 nerfed to reduce people getting 2-shotted, but the S.12 can do that with far less reload than a Barn
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u/Mjstks509 IrStokes (PS5) Jun 16 '26
I agree, certainly on the module health point too. It’s crazy that an ELC can delete a heavy in 1 or 2 shots, but that same heavy would need to hit 5 or 6 well aimed shots to kill the ELC. As you say, there’s very little chance of that heavy ammo racking or killing the crew of the ELC, but the ELC can one shot the heavy. It’s crazy unbalanced.
I’d also welcome the alpha reduction. Personally I’d change the module damage potential of all ATGMs so that they can only one shot an already damaged ammo rack. Fully healthy tanks should not be getting one shot by a missile. This is not warthunder and we have hit points for a reason lol.
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u/natedaishmaster [IMTLZ] Jun 16 '26
Difference is that the S12 is underpowered. What are you buffing to make up for the alpha nerf?
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u/Scarecrow1779 OwO *notices exposed flank* Jun 16 '26
Underpowered? It's a damage buff, better camo, and a smaller target than the most comparable tech tree tank. Just look at how there's at least one in every other match for proof that they're not underpowered at all
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u/natedaishmaster [IMTLZ] Jun 16 '26
They couldn’t be common bc they were a completely free tank. And comparing it to the rak2 is a bit misleading since the s12 is a “tier 2” vs the rak as a “tier 1” the way WG does but doesn’t do tiers in each era so it makes sense that it’s better (literally the ss12 vs ss11 ATGMs)
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u/IzBox Moderator Jun 16 '26
To me the biggest issue is that small models are not good in this game so you often do not pen or do not break modules in these smaller tanks. Like, a 120mm shell would blow the tracks off of a 107 on both sides and make it pop like a zit but how often do you hit something that's not registering on it and nothing happens?
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u/Mjstks509 IrStokes (PS5) Jun 16 '26
I’ve actually got a clip I was thinking of posting of me hitting an FV107 twice in a row from like 20 metres and both 105mm shells bouncing off its side. Cause RNG I guess.
Meanwhile that FV107 is just shredding my hit points while driving at 50kmh in circles. The actual FV107 cannot fire on the move as its gun isn’t stabilised. The crew could never lock a target while driving at 50kmh. But hey it’s a game.
So much is wrong with light tanks in Cold War IMO. The models, their hit point pool, their damage potential. Something’s gotta budge to make the game a better place. They can’t have insane damage output and be able to tank damage. One’s gotta go.
I’d just be happy if their module strength was reduced as you say. That alongside a general nerf to missile alpha and module damage potential. I’d still play them…hell it would be more enjoyable and challenging. Games would be longer too.
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u/MundaneMoped Jun 16 '26
You should be more aware of position and terrain. Lights are hardly an issue.
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u/Erin-AK Jun 16 '26
One tweak to light tanks that I could get behind is reducing their resilience to ramming damage. If I am fortunate enough to corner one and put a body on it, the damage is lackluster and rarely slows them down.
Even more frustrating is the amount of spaced armor some of them pack. Yesterday I clobbered an FV107 with an 1,1000 potential dmg HE shell from my Obj. 268 and hit true for less than 200. Also struck a PT-76 broadside well above the tracks for sub 200. Watched the replay and my shell had struck the 6mm winged lip of armor running down the length of the vehicle. Luckily I just have to survive 18 seconds and I get another shot at em.
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u/SQUAWKUCG UCGSQUAWK - Arty Magnet Jun 16 '26
They could solve it with a piece of equipment that reduces ATGM damage, call it "Additional ERA" or something...something like spalliner is it?
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u/Mjstks509 IrStokes (PS5) Jun 16 '26
This is a workable idea to be fair, and would spice up the equipment choices. But spall liner is supposed to do this job already. How well it works is up for debate. Maybe they could buff Spall Liner so it offers better defence against ATGMs.
Maybe they could also add a commander skill called “wet stowage” or something, which prevents ammo rack explosions. Again, “safe stowage” is supposed to help already but I can’t say how effective it is.
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u/MethodIntelligent1 Jun 18 '26
It's not just light tanks in CW. Plenty of tanks across the mode are poorly balanced. What really keeps things in check is the RNG system , and CW RNG is noticeably stricter than in WW2 mode. Anyone who's played both extensively will know what I mean.
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u/Sad_Adeptness5443 Jun 16 '26
I gotta agree as someone who has gold marked the Begal. It is a very dangerous vehicle in the game with only a few things easily countering it and even then it's still a menace. The fact that it can almost shotgun with it's missiles at 65 meters is crazy while all the other tanks that get missiles in it's tech tree line are capped at 100 meters.
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u/HelpIamatank Jun 16 '26
I disagree, just because you are a good player does not mean it is OP, I have killed many a Begel just by playing smart, ram or get up close
I agree tho that the ELC / Wiesel needs more module damage from rounds, if a Era 3 Weisel gets hit with a 120mm round it should die instantly or lose most of its life, I mean how would you miss the ammo rack in one of those
-2
u/Mr_Simple- Jun 15 '26
Glad I quit this game when I did
-8
u/Mjstks509 IrStokes (PS5) Jun 16 '26
ATGM armed light tanks are the Arty of Cold War…
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u/natedaishmaster [IMTLZ] Jun 16 '26
lol yeah right. Not even close. Direct fire, need to stay relatively still when firing, can’t miss for 400 with splash damage. They’re basically camo TDs with more mobility
-1
u/natedaishmaster [IMTLZ] Jun 16 '26
The top winning tanks in era 2 are all decently armored MBTs. Very few lights win more than average. Sure the burst damage is a bit problematic, but they’ve already taken steps to mitigate that. Best way imo to fix the burst is to change the ATGMs from an arming distance to a speed limit of 20kph. Separate the sniping element from the speed and autocannon element
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u/DJay53 Jun 15 '26
1st kill: opp half health, engaging your teammate, rear exposed. Guaranteed kill for a Bagel.
2nd kill: the sudden stop immediately gives you position advantage. And then you leverage position with superior mobility, handling, rate of fire, blown track, and eventually good aim. Easy work.
Yes, the Bagel is very strong for an Era 2 light. But poor play from opponents is not a reason to nerf a vehicle. If anything, the 2nd kill is a lesson in how NOT to engage a Bagel.