Tank damage system, pls TWI address this problem

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Kashash

FNG / Fresh Meat
Jan 27, 2008
503
637
0
Please up the damage that takes place after the penetration. I've just finished playing some tanks on Gumrak and came across a PzIV that his side was facing me. I hit it about 7 times from barely 50m. The tank still kept moving forward. 1 shot kills do happen but on very rare occasions. Tanking in RO2 is not too bad, better than RO1 I guess, yet feels too much like a sponge tanking. At the moment any ambushes are out of the question. This is not realistic that tank fires back at you after you scored a hit on him.

Another thing to fix is the tank gun recoil and the tracers could be a bit less glowing.

Also there should be an advantage of having a real crewman over AI. Currently the driver AI is much more useful than a real player, the gunner is spotless in recognising the enemy tanks etc. Perhaps some sort of pause for giving orders to AI should be added. It works very well in Combat Mission game. We could have certain scenarios where for example the soviet tank forces are consisted of conscripts which would increase the lenght of pause in coordinating the moves to simulate the poor orientation and experience among the crew, to compensate they could have much more tanks compared to much fewer but more experienced german tanks.
 
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Kashash

FNG / Fresh Meat
Jan 27, 2008
503
637
0
German mainly perhaps but generally tanks from both sides should be disabled after most second hit, crew wouldn't continue to fight in real life. Up the damage that takes after the penetration to compensate and some sort of shock would be nice to be unable to fire back.
 

CBA_Bludawg

FNG / Fresh Meat
Aug 21, 2010
13
1
0
learn some history or do some research on them, the p4 were very tough and highly feared. i agree somewhat as it took me about 8 or 9 shots to a russian tank in the turrent before he went down and i know for a fact this cant happen from a p4. the damage on darkest hour is pretty damn good you should use that scale
 

Al_Ka_Pwn

FNG / Fresh Meat
Sep 5, 2011
40
53
0
I think that as it is penetration on the tank itself is fine. Historically the panzers were better than the russian tanks that are in game now. What should happen is that a shot to the side should damage treads and make the tank turn and move slower
 

Kashash

FNG / Fresh Meat
Jan 27, 2008
503
637
0
The gunner should be at least flinched from the optic and unable to return for some time, so not that you can instantly fire back.
 
F

Field Marshal Rommel

Guest
I agree somewhat as it took me about 8 or 9 shots to a russian tank in the turrent before he went down and i know for a fact this cant happen from a p4. The damage on darkest hour is pretty damn good you should use that scale.
Agreed. In DH the majority of times the Panzer IV needs to land two penetrating shots to kill any allied tank. 8 or 9 shots to a russian tank in RO II is just unrealistic rediculousness. Look here:

27265066.jpg
 
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gimpy117

FNG / Fresh Meat
Sep 6, 2011
527
111
0
30
Michigan
that being said, at ranges we shot from in game...well...most hits should be very damaging or one shot kills. Barring the odd deflection from poor angles. The way i see it though, the Panzer 4's damage model might be messed up. 2 hits from directly behind and it was still driving.