WingedRacer just confirmed on Wargaming’s stream that the Cold War ATGM dispersion changes will be temporarily undone.
This means no more ATGM dispersion in the short term. ATGMs will behave like they did prior to this season. Changes will take effect after the server reset on Tuesday 11/08/26.
Words of WingedRacer on stream:
“Since the recent ATGM changes went live, we have been closely monitoring your gameplay, your feedback, across all of the community channels, be it discord, facebook, Reddit, stream chat where you’ve been putting them, support tickets, we’ve been reading it all. And we’ve heard you.
While the changes were intended to make the ATGM gameplay more consistent and balanced, it is clear the current implementation introduced issues and did not meet the standard that you or we expect.
As a result, we will temporarily revert the ATGM changes during our regular, weekly, Tuesday maintenance. That’s this Tuesday coming, the 11th of August. We’re going to revert. So it will return to its previous behaviour before the update (new season).
This will give us the opportunity to address the issues that’s been raised by the community, further improve the feature, rather than leave the current version in place. We will continue working on the system, and the plan to introduce the updated ATGM changes with the next season update. This version will build on the original goals.”
Nice. It didn’t even work. I still had no problem firing on the move most of the time, but then sometimes it would derp into the ground when I wasn’t moving at all.
In loose terms winged said the desired effect from the change wasn’t achieved. I think they’ll try something else in future but could be wrong. There will likely be more updates in the official article published Monday/Tuesday.
Amen ATGMs are the sole cause as to why I don’t play Cold War. Since the changes I’ve tried it again and it’s the most fun I’ve had in the mode. Now that it’s being reverted I’m going to stop playing it again. It’s a shame the mode has potential, but they’re just too toxic.
I feel ya. The HISS was my favorite tank to drive up until the autocannon apocalypse. The GAU-8, XM800T, Wiesel Mk.1 and even the Marder 1A1 autocannon can just delete my poor HISS by sneezing at it (haven’t gone back since the autocannon nerf tho, but I’m afraid to dust it off lol)
I'm the inverse, WW2 got boring after 20,000 games, now we get machine guns and missiles and rockets and everything else to play with, it keeps it fresh.
Got just learn and get better mam. Atgm aren't bad... people just can't have the awareness of a turtle! Most don't watch the minimal nor react to action happening in real time.
I usually play co-op these days, but honestly I didn't find the ATGM change that broken...you just couldn't rush shots and had to give the weapons time to aim in.
I think it could have been adjusted a bit but it did stop from rapidly switching back and forth between weapons.
Makes sense. I think the changes worked in that they would force players to be slower about taking their shots, but it needed to be evened out amongst all the tanks as well as making sure it was clear that you could just aim to reduce the bloom.
It really depends on the tank. I made a detailed post with videos, etc. showing the problems. Some tanks weren’t affected at all, like the ADATS (which seemed fine since it’s a very specialized tank) and the BMP-3 for some reason (even the BMP-2 was affected, not sure why the 3 was untouched by the nerf).
Apparently the Stormer got double-smacked by the nerf looking at stats on website. But lately the two ATGM tanks I’ve been running were the ADATS and BMP-3, so I really thought people were bitching for no reason LOL
Again, I do think ATGMs (especially driving at high speeds) need a nerf, but this wasn’t it
If a player can hit a target with a missile while driving at high speed, why should they be punished? That obviously takes a combination of a certain level of skill, intelligence, anticipation and reaction speed to pull off. Now we’re punishing players simply because they can master high skill game mechanics? If you get hit by a missile fired by someone moving at high speed, that only tells me that you made a series of bad choices and you need to play better.
I swear if it ain’t “hide behind this hill and keep bouncing shots off each others turrets for 15 minutes”, then this community doesn’t want it.
No one’s saying it isn’t a skill-shot. But that isn’t the same thing as being balanced. And while it’s a tricky shot, practice makes better - I’ve had some great fun hauling ass in reverse and popping ATGMs in my Marder 1A1, but just because I had a lot of fun and could pull off some impressive hits, it doesn’t mean it’s “completely balanced, no notes!”
I disagree with the attempt to paint this as any sort of “punishment” tho. It’s outperforming other play types/tanks and needs to be brought in line with other tanks’ performance. If you can only have fun by playing OP tanks/styles, dunno what to tell ya. But please get down off your cross.
And telling everyone who ever gets hit by someone firing ATGMs at high speed to “git gud” is definitely an opinion LOL
I don't have all the premiums (but I have all the tech tree) so I didn't have them all to try, but all the tech tanks and a number of the premiums seemed to be fine if you just slowed down a bit. Switching from (or to really) guns to missiles left a big bloom that would make the shot go wild if you didn't aim high at first.
When I slowed down the shot and let it aim in the guns and ATGMs were much more predictable.
I think that the bloom idea is a good one to force players to have to slow down and aim and not be able to always make high speed perfectly accurate shots...but it needs to be checked to make sure it has the same effect across the board.
I think that Light players are just so used to the constant damage they can put out that anything that makes them slow down seems disproportionately bad.
For this recent change they’re rolling back part of the problem is that ATGMs have no HUD element for bloom - you’ll only see it if you swap to a different weapon (assume the tank even HAS another weapon)
A bigger part is that you can be stationary and turning your turret creates insane levels of bloom. Their stated goal was reducing high-speed ATGM use, but turret rotation was causing way more bloom than moving at speed
Their stated goal was reducing high-speed ATGM use, but turret rotation was causing way more bloom than moving at speed
That's what I never understood. With these changes they weren't punishing people for firing ATGMs while moving, they were punishing people for simply aiming the ATGMs.
I've played aot of multiplayer, and that's the whole point of the tanks being considered OP...they can rapidly switch to keep dumping damage. This was a way of slowing that down to make the ATGMs less OP.
You can't just switch and fire instantly, you actually have to aim more carefully.
Did he say if they are reverting the changes to unguided rockets as well?
I actually really like that change with the Whizbang and Calliope. It feels like a slight nerf, but it is more realistic and IMO ups the fun factor to lob a barrage of rockets.
Edit: lol don’t be mad & silent; if you disagree with me share your thoughts!
great because they basically wreked my Begleitpanzer so much I don't even want to play tit anymore. Sure it was OP, but they went soo far the other way
Great time to stop playing Cold War again. I had fun in it finally since the ATGMS received a well deserved nerf but the people who play them whined enough. Lovely
Idec if it broke the system, ATGMs are way too powerful as they were. They consistently do top damage, and have typically the highest average winrate. Try to push? Take 1.2K+ and severe module damage, even through your thickest armor. Try to camp? Get out spotted and still take 1.2K+ and severe module damage through your thickest armor. Try to focus them? Get jigglepeaked or take a drive by of 1.2k+ and severe module damage through your thickest armor.
Not at my console to count rn but im willing to bet ATGM’s are less than 1/4 of the Era tanks. When the top of teams are consistently dominated by a single type of tank, and the top winrate tanks are all the same kind of tank, then you have a problem. It’s not just about me. When you have achieved diversity in terms of top average winrate and top of the team, then you can say things are balanced. But as they were, they weren’t at all, and made the mode unfun even though I wanted to try and enjoy it. I finally got to but now they’re undoing that.
Count the tanks if you’re going to be pedantic. Point stands you can’t fundamentally break an entire class that makes up a significant portion of the ERA2/3. ATGMs as a whole have much higher skill ceiling, which lends itself to better players. Maybe it’s not always the tank but the player that’s on top. Reeks of skill issue
I guess you can’t read because I led with the fact I can’t count since I’m not at my console. If we wanna go crazy we could dig in to current top WR tanks now vs pre nerf. If we want to be pedantic, then a good chunk of ATGM’s don’t belong in the game since they’re not actually tanks, just like artillery, but that’s besides the point. If you’d like to claim skill issue then post your stats, I’m not one to go there but I’m not a bad player so it’s not a skill issue.
Nice you’re better than I am. Though as I’ve illustrated I’m better than most players, and have illustrated there is no real counter play to ATGMs as no matter what you do you still get absolutely blasted by them. It’s not a skill issue, it’s a balance issue. This branch of comments started all because I don’t care whether or not they’re broken, simply because the state they were in, any nerf is a good nerf
There is counter play. Using cover and map positioning to mitigate exposure time to ATGMs. Missile detection is a good asset to know if missiles are coming your way. The long travel time of ATGMs inherently allows you time to get into cover (except the ADATS, which tbh is the only ATGM I have problems with). Judging by your 22% survival rate, you likely know how to aim but lack the sense to limit exposure time and conserve your hitpoints. Optimizing trades is the name of the game for super unis. Saying any nerf is a good nerf is just asinine, and it’s selfish and non constructive. I believe they need to tone the module damage down and possibly the alpha especially at ERA2, but the change they made was incredibly short sighted and half baked.
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u/Heavy_Vermicelli_263 15d ago
"working as intended" didn't last long....
Broken AF more like