Seeing as there's a bunch of tankers
in this thread can I throw in a couple of questions:
1. I hear people say you need to angle the tank to make the most of the armour sloping/thickness. When I'm driving I've been trying to stop the tank so it's kind of diagonal to the enemy tank (half-way between presenting the front and the side). Is that right?
2. Is the bullet drop on the MG close to the shell drop from the main gun? I'm sure I remember reading first-hand accounts from WW2 where gunners used tracers from the co-ax MG as a rough range finder. So in RO as the gunner can you point the main gun at a target, fire a short burst from the co-ax, then if that burst seems to hit the target fire the main gun and be in with a good chance of a hit? Or would it be way off?
Your right about the importance of angling tanks. It makes a big difference in Ro, as some have pointed out (and I wouldn't argue) more so than real life. This is probably the case with it's ability to deflect the more powerful later guns, at least.
If you want to throw a golf ball through a thick glass window you are much better off trying to hit it straight on (90deg perpendicular) than at an angle, say 45deg, as all of the forward motion will be applied as a force onto the glass.
So applying the same to tanks, if a tank had equal armour on it's front and side, you would want to show 45deg of each face to an incoming projectile(with 0deg being straight on, 90deg side on)
The generally accepted aproximation of this seems to be that if your gun is sitting at either 10:30 or 1:30 from the front of hull, and pointing at the direction of the threat (showing right or left sides respectivly) you have got the 45deg angle right.
However, as the case is that most tanks have a great thickness of frontal armour, I tend to think that perhaps you don't want to show quite as much of the side.
I also believe best angle can differ from tank to tank though, based on the game's tank armour values, my own observations, and a preconception of how it 'should' behave in real life. I have limited knowledge of the true ingame calculations mind, so it's only opinion that may not be totaly correct.
Taking the Tiger and Panther as examples, the game stats give the tiger armour values of 6 for front and 4 for side, but states panther armour at 10 front and 3 side. You can see that while obviously both have more armour at the front, its less of a relative drop in side protection for the tiger, which infact has better armoured sides than the panther despite being inferior frontaly.
So I angle the Tiger slightly more - approaching the 45deg angle as opposed to the Panther, that is better off more straight. In fact facing guns weaker than the IS2 and '85 ,especially at range, you may often want the panther facing almost straight, as the opponant will need to manouver further to get a shot at either of your weaker sides.
Clearly the Panther already does a good job deflecting shots with it's naturally sloped front armour (reflected by the 10 score) but the square box Tiger (with a value of 6 despite armour thickness) needs the driver to actually create the slope for it.
It doesn't like being hit face on-just ask the guy driving it out of the konigsplatz spawn late in the game.
However this is so far only dealing armour penetration which does not necessarily knock a tank out straight away. As the datasheets show you tanks have critical hit areas in the form of the ammo storage and engine, a penetration that hits here knocks out the tank.
Thats another matter but does explain why a frontal penetration can be so deadly - the shell's got practically nowhere to go but the ammo.
The tank stat sheets I mention are in the downloads/art section, if you haven't got them already.
I have also heard that in some early tanks tracer rounds were used in a co-ax mg, that were ballistically similar to the main gun, allowing easier sighting.
I've never tried this, and indeed dont use the co-ax at long ranges, but the bullet drop seems more pronounced than the main gun.
If you look at the range trim dial on sights, the settings are different for the main gun and MG. (although i only use it for main gun and haven't really taken the extra calibrations on board- I really should check them all out).
I was however informed that the bullet drop was actually approx double that of the main gun on the T34. If thats true, for example, where a shell hits a wall with +400 trim , you would need +800 trim to land MG fire on it's scorch marks. So I guess if you allowed for the difference, yes you could use it as a guide. However the Mg fire in game is subject to bullet spread that is realy noticable at long range.
But I am saying this without really checking it out myself- best bet is to play a practice game of orel or morgmeil's tank range map, and make observations yourself.
Don't take all my post as gospel, but I hope it helps you to some extent, and again, sorry if I'm lecturing on stuff you already know.