First off, I'd like to say that I love what TWI did with tanks. The internal modelling and all is just incredible, and the hit detection and everything is pretty good. I'd like to see T34 front armor bounce a bit better, but it's light years ahead of RO1 where you could bounce a 122mm HE off a halftrack.
However, RO1 actually had a more realistic damage system in that it only took 1-2 good hits to KO a tank.
The way RO2 seems to count damage is basically by hit location, e.g. if you hit a crewman he's dead and the rest act as normal, if you hit engine the tank stops but keep firing, if you hit the gunner someone else takes his place etc, and you generally need to hit a tank several times to put it out of action (unless you manage to hit the ammo or something). This system is fine for modelling damage from AT rifles and early-war small-caliber guns like the Russian 45mm and German 37mm.
HOWEVER, 76mm AP rounds have a decent HE charge, something like 110 grams of TNT for the standard T34 round for example. For comparison, the powerful F1 grenade only has 60 grams. So getting a penetrating hit to the crew compartment is like being in a steel coffin with 2 grenades going off inside + the shell and armor fragments bouncing off of everything in a small confined space. AFAIK, a 75/76mm penetration would KO the tank most of the time, and almost always cripple it; if a penetration did not disable anything important, the crews would still bail 90% of the time because they would know that the enemy tank would be able to put another shell in them in under 10 seconds, whereas they were likely in no shape to return fire.
Lets think about some scenarios:
Any sort of serious hit - everybody goes deaf, probably gets a concussion, the tank might get filled up with smoke, basically suppression effect from RO2 times ten. Decent chance of fire, AFAIK tanks burned often and well.
Front armor penetration - the driver's likely toast, and probably at least 1 other crewman. If the driver's body is touching the controls, the tank might start spinning or going uncontrollably or stop suddenly (and tracked vehicles stop almost instantly, so it's like running into a steel wall at whatever speed the tank was going + no airbags/seatbelts). A very determined gunner might still be able to fire the last round when he comes to, but the loader is likely injured, and most sane crews would bail anyway as they're immobilized.
Turret penetration - the gunner's toast, the gunsight/perscope etc. are likely broken by the explosion and covered in pieces of gunner, commander and loader might be dead or wounded as well. The surviving crew bails as they can't fire.
Engine hit - a very good chance of fire, crew will likely bail as they're immobilized and shellshocked.
Even something as safe as a track hit would mess things up in a big way if the tank was moving. The tank would spin around and stop, hitting the crew against a wall, exposing the vulnerable side/back to the enemy, and basically making it a VERY bad idea to still be in the tank by the time next shell comes.
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So should anything be done about this? Ideally, yes. I don't see this as a pressing issue, but it would be nice if tank cannon damage was, say, doubled.
Best wishes,
Daniel.
However, RO1 actually had a more realistic damage system in that it only took 1-2 good hits to KO a tank.
The way RO2 seems to count damage is basically by hit location, e.g. if you hit a crewman he's dead and the rest act as normal, if you hit engine the tank stops but keep firing, if you hit the gunner someone else takes his place etc, and you generally need to hit a tank several times to put it out of action (unless you manage to hit the ammo or something). This system is fine for modelling damage from AT rifles and early-war small-caliber guns like the Russian 45mm and German 37mm.
HOWEVER, 76mm AP rounds have a decent HE charge, something like 110 grams of TNT for the standard T34 round for example. For comparison, the powerful F1 grenade only has 60 grams. So getting a penetrating hit to the crew compartment is like being in a steel coffin with 2 grenades going off inside + the shell and armor fragments bouncing off of everything in a small confined space. AFAIK, a 75/76mm penetration would KO the tank most of the time, and almost always cripple it; if a penetration did not disable anything important, the crews would still bail 90% of the time because they would know that the enemy tank would be able to put another shell in them in under 10 seconds, whereas they were likely in no shape to return fire.
Lets think about some scenarios:
Any sort of serious hit - everybody goes deaf, probably gets a concussion, the tank might get filled up with smoke, basically suppression effect from RO2 times ten. Decent chance of fire, AFAIK tanks burned often and well.
Front armor penetration - the driver's likely toast, and probably at least 1 other crewman. If the driver's body is touching the controls, the tank might start spinning or going uncontrollably or stop suddenly (and tracked vehicles stop almost instantly, so it's like running into a steel wall at whatever speed the tank was going + no airbags/seatbelts). A very determined gunner might still be able to fire the last round when he comes to, but the loader is likely injured, and most sane crews would bail anyway as they're immobilized.
Turret penetration - the gunner's toast, the gunsight/perscope etc. are likely broken by the explosion and covered in pieces of gunner, commander and loader might be dead or wounded as well. The surviving crew bails as they can't fire.
Engine hit - a very good chance of fire, crew will likely bail as they're immobilized and shellshocked.
Even something as safe as a track hit would mess things up in a big way if the tank was moving. The tank would spin around and stop, hitting the crew against a wall, exposing the vulnerable side/back to the enemy, and basically making it a VERY bad idea to still be in the tank by the time next shell comes.
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So should anything be done about this? Ideally, yes. I don't see this as a pressing issue, but it would be nice if tank cannon damage was, say, doubled.
Best wishes,
Daniel.
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