In theory, it should be. However, it would seem that what I have done merely prevents the rounds from penetrating, but damage is still done from the impact of the weapon (kind of like HE I guess you could say). Eventually, this damage will accumulate, leading to the destruction of the Pantherturm. I'm going to try to fix this, if I can do it without making it so it doesn't kill infantry on impact.
Some Pantherturm changes for Beta 3:
- Reduced gun pitch to prevent elevation of the turret too far above ground level (and hence able to strike parts of the map which I had hoped the Pantherturm would remain out of play for -- ruined building approach to Dornburg Apartments). This also means that it will be unable to fire in to the upper stories of the building to the forward-left of its position, granting Soviet infantry some place to set up.
- Ammunition reduced from 40-39 to 35-28
- I tried to make it so that Panzerfausts could penetrate the rear armor, but ended up with a problem where they simply did absolutely nothing. I came to the conclusion it can't be fixed.
Now in regard to Soviet tanks v. Pantherturm, they just need to
not be idiots. Unfortunately, they do exist. They either do not load AP Ammo (also, do not blame my map for this, as I ran in to players on Gorlitz who never switched to HE ammo -- imagine were that the case) or consistently try to attack from the front, where it would seem that the Panther's armor is mostly invulnerable though theoretically it shouldn't be. If players opt to coordinate the tanks and attack the Pantherturm from the flank street with AP ammo loaded, the Pantherturm can be destroyed in a matter of seconds upon engaging it, as myself as well as clan members were able to demonstrate and attest to.
Now, one particular workaround to this issue is this:
I
reduce the frontal armor value of the Pantherturm from 17 to 16, but remove the special hit points. If every penetration is something like 400 damage and the Pantherturm only has 800 hit points, it would only require two successful frontal penetrations from the T-34/85 to knock out. However, the issue here is "what if the Axis are playing against good Allied players?" In that case, the Pantherturm will have a longevity of no more than 90 seconds. I would go so far as to say I leave it as is.
So really, all you can expect for Pantherturm nerfing is a reduction in ammunition, so that should reduce its total time of operation and hence mean that it is an obstacle that can be overcome sooner rather than easier.
hamburgerphil said:
That or the players in question lack the mental capacity to make the simplest tactical decisions/observations or to work as a team.
My thoughts on the matter as well. People need to be able to think and have tactical awareness in order to succeed here, but a lack of this does not afflict only my map and therefore is not an issue specific to it. Idiots exist, and I am not going to cater to them.