There's a few minor issues with tanks from what I can tell.
1.) Overmodelling of armor.
I think the armor at the ranges of the OFFICIAL maps is overmodelled. This MAY have been done on purpose. Most official maps don't have you engaging the enemy at anything over 600m. Occasionally you'll go up to 750 but even that's a stretch. This is why, for example, a Tiger firing on a T34 at 500m will not necessarily penetrate, when it should be penetrating at damn near any angle.
It's also why an IS2 firing at 30m won't penetrate a Tiger's armor when it should probably be cutting through it like a hot knife through butter.
My hunch is that this is due to the range factor for penetration actually dropping off at a certain point. In other words, if the range is < 400m (or 500m or whatever it is), it's treated identically as if the range was only 50m. So, armor is overmodelled for ranges BELOW what most engagements are in the official maps.
However, if you play the non-official maps, armor is modeled quite well and seems realistic. A Tiger on Black Day in July-RC33 can take seemingly infinite hits from the front and properly angled side armor at ranges over around 600-700m, while still being just as deadly with its own gun.
My hunch is that all of this has been done on purpose, given the range of official maps. If it wasn't, every tank battle would be a one or two hit battle, just like before they fixed the tanks in the more recent patch. It'd just be hammers vs. eggshells.
2.) Certain "Critical Hit" zones are missing
The biggest of these is obviously the crew compartment. Right now, a penetrating shot that ONLY hits the crew compartment and doesn't hit the ammo or engine, will simply do "overall" damage (IE: white to yellow, yellow to red or destroyed). I think this is a big source of people's "WTF??? WHY ISN'T THAT TANK DEAD" frustration and complaints about realism. If crew compartments were modelled as a kill zone, you'd see tank battles over a LOT quicker. Again, this may be on purpose, given the range of combat in official maps.
There's nothing wrong with abstracting the "overall damage" to the tank in terms of the "hitpoints" system, but it ends up frustrating people when they actually DO get a penetrating shot on the crew compartment and the tank isn't "killed." Adding other areas like the wheels, optics, cupola, etc. is just gravy, but the crew compartment is needed. At the very least, damage in the form of "a hit to this location kills the loader, a hit to that location kills the driver, and a hit here kills the commander/gunner". Or perhaps hits to these areas not only kill but disable the positions themselves (IE: a hit on the hull MG position disables it -- not that anyone ever really uses it anyway...).
3.) Minor issue, but APCR ammo is just...off.
It's supposed to lose power over range, but it doesn't really seem to be doing that. It just seems to be overall more powerful than AP. The AP seems appropriately powered (IE: it ****s all around pretty much equally ), but APCR just seems to be the "more powerful" ammo.
One thing to realize, though, is that if they implement more realistic tanking, you're gonna need more realistic official MAPS. As it stands, all the official maps are too close range to allow for realistic penetration data, or else tank battles would all be one-shot affairs.
1.) Overmodelling of armor.
I think the armor at the ranges of the OFFICIAL maps is overmodelled. This MAY have been done on purpose. Most official maps don't have you engaging the enemy at anything over 600m. Occasionally you'll go up to 750 but even that's a stretch. This is why, for example, a Tiger firing on a T34 at 500m will not necessarily penetrate, when it should be penetrating at damn near any angle.
It's also why an IS2 firing at 30m won't penetrate a Tiger's armor when it should probably be cutting through it like a hot knife through butter.
My hunch is that this is due to the range factor for penetration actually dropping off at a certain point. In other words, if the range is < 400m (or 500m or whatever it is), it's treated identically as if the range was only 50m. So, armor is overmodelled for ranges BELOW what most engagements are in the official maps.
However, if you play the non-official maps, armor is modeled quite well and seems realistic. A Tiger on Black Day in July-RC33 can take seemingly infinite hits from the front and properly angled side armor at ranges over around 600-700m, while still being just as deadly with its own gun.
My hunch is that all of this has been done on purpose, given the range of official maps. If it wasn't, every tank battle would be a one or two hit battle, just like before they fixed the tanks in the more recent patch. It'd just be hammers vs. eggshells.
2.) Certain "Critical Hit" zones are missing
The biggest of these is obviously the crew compartment. Right now, a penetrating shot that ONLY hits the crew compartment and doesn't hit the ammo or engine, will simply do "overall" damage (IE: white to yellow, yellow to red or destroyed). I think this is a big source of people's "WTF??? WHY ISN'T THAT TANK DEAD" frustration and complaints about realism. If crew compartments were modelled as a kill zone, you'd see tank battles over a LOT quicker. Again, this may be on purpose, given the range of combat in official maps.
There's nothing wrong with abstracting the "overall damage" to the tank in terms of the "hitpoints" system, but it ends up frustrating people when they actually DO get a penetrating shot on the crew compartment and the tank isn't "killed." Adding other areas like the wheels, optics, cupola, etc. is just gravy, but the crew compartment is needed. At the very least, damage in the form of "a hit to this location kills the loader, a hit to that location kills the driver, and a hit here kills the commander/gunner". Or perhaps hits to these areas not only kill but disable the positions themselves (IE: a hit on the hull MG position disables it -- not that anyone ever really uses it anyway...).
3.) Minor issue, but APCR ammo is just...off.
It's supposed to lose power over range, but it doesn't really seem to be doing that. It just seems to be overall more powerful than AP. The AP seems appropriately powered (IE: it ****s all around pretty much equally ), but APCR just seems to be the "more powerful" ammo.
One thing to realize, though, is that if they implement more realistic tanking, you're gonna need more realistic official MAPS. As it stands, all the official maps are too close range to allow for realistic penetration data, or else tank battles would all be one-shot affairs.
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