Home › Forums › General Discussion › Balance Discussion › Special Ammo types.
- This topic has 2 replies, 3 voices, and was last updated 7 years ago by Sebandir.
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27/10/2017 at 12:06 am #4796DamianParticipant
It’s gonna be a long text, so…
We had a special ammo type discussion today.
What was discovered was that special ammo/premium ammo (you call it), has different damage than normal shells.
For example if you penetrate Tiger with 57mm AT gun (unlikely) it will deal ~15% Tiger’s HP, but with APDS ammo (premium ammo you spend munitions on)
You will deal only 4-6% Tiger’s HP as damage. This is massive damage dropoff as fore ability you pay for.On jackson damage dropoff is around 30%, which is also big considering you use it only against big targets and even so against them it will only work from close range (KT, Elefant, JT)
Because of this high HP targets like KT, can be penetrated from a very very close range in specific situation and even if you do, damage dealt is sth supported KT can deal with.
Again, damage dropoff varies from gun to gun which is even more confusing.
We have 3 issues here then
1. Confusion made by damage statistic that are specific for every single tank, where ability is basicly all and the same
2. Damage dropoff is so high, using the ability is not cost efficient or even worth it to begin with.
3. These abilities are mostly to counter axis heavies where you have to get close to them to even try to penetrate them to begin with, so the damage dropoff should not be penelizing a player that is spending more resources to kill a single tank anyway.Increasing only the damage dealt by these abilities would help a lot and would honor the players who perform good combat manouvers with their tanks (flanking, getting close to enemy heavy tanks).
Change is aimed mostly for allied tanks, because these are the only tanks that have to fight heavily armored enemies.
Nearly every axis doctrine has either: Elefant, JT, Tiger, KT or Panther. US Anti-tank support can hardly fight things like King Tiger especially when only way to penetrate it means you need ~25 shots from ATG to kill a Tiger.What I suggest is changing the damage dropoff based on the ammo type.
For example damage dropoff would be the same for all APDS ammo types.Example:
Let’s say FF dmg = 200
57 dmg = 100
APDS ammo dmg dropoff = -25%
APDS 57 = 75 dmg
APDS FF = 150 dmgBecuase Shells % mass was simillar for example.
Sherman APCR = 62% mass of AP shell
Pershing APCR = 69% mass of AP shellThe only value not similar and that differs is velocity, which would be counted in too, here we go!
Let’s say FF dmg = 200
57 dmg = 100
APDS ammo dmg dropoff = -25%
FF uses a high velocity gun and shoots APDS shells with >1100 m/s speed
APDS ammo dmg dropoff for firefly = -25% +10% for having high velocity gun = -15%
APDS 57 = 75 dmg
APDS FF = 170 dmgNow we can see a difference even if both guns use the same shell right?
You can also go a bit further and make tank destroyers a more viable tool to fight axis tanks than all-around shermans!
Tank destroyer bonus! It’s not realistic, so I don’t expect you to use it, but hey, it would make a good gameplay change!Jackson and Sherman both use HVAP:
Jackson damage = 200
Sherman damage = 100
HVAP ammo dropoff = 25%
Jackson is a tank destoryer => Jackson damage dropoff = 15% instead of 25%
Velocity of these shells is the same… Damage dropoff unchanged for both
Jackson is a tank destroyer, HVAP ammo dmg dropoff for Jackson = -25% +10% being a tank destroyer = -15%These are just example numbers, we could decide on specific % of damage dropoff for a shell/tank type in a longer discussion 😉
What would it change? Premium ammo would be worth it’s price, not only giving more pen, but not penalize players for paying extra resources!
Basicly you don’t change the basic damage of a tank,
For example damage on m10 and jackson would be different, but the damage dropoff would be as penelizing
But not as much as it is now
System is simple and counts in shell type, and gun used to fire it, which is the only things that matters in this case
Damage aka mass is based a lot on the calibre
So also in the case of HVAP on different tanks is also counted it
90mm HVAP will have different damage than 76mm HVAP, cause both tanks have different basic damage 😉
System would also be easier to implemnt, cause it requires the most simple math and changing literally one stat per tank, if it has muniton based ammo ability (on 3 ranges though :stuck_out_tongue: )(edytowane)
Sorry for the wall of text, but I tried to describe it as much as I felt it needs so we understand each other perfectly
If you have questions, ask ahead -
27/10/2017 at 2:30 am #4802MeatShieldNZKeymaster
Thanks for taking the time to post and explain in detail Damien (love the memes btw)
I get your point about damage dropoff with APCR/HVAP, even if it is technically correct maybe it is a little too much from a gameplay perspective especially when you are paying for it.
We will discuss internally and see what we can do.
Please don’t expect any changes in the short term though, we are fully focused on producing the last two doctrines for OKW and AEF.
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27/10/2017 at 8:15 am #4803SebandirParticipant
I would like to point out that the historical availability of HVAP missiles was very limited. The 76 mm Sherman crew did not actually have them in the biggest battles on the Western Front (Operation Overlord, Hürtgen, Battle of the Bulge). With a 90 mm cannon, the case was even more complex, for example the Pershing tank at IIWW did not have HVAP at all. I consider that the availability of these bullets should be reserved for only one US doctrine.By the way, I wanted to point out that Panzerwaffe still has no access to APCR missiles (except for Tiger I)
- This reply was modified 7 years ago by Sebandir.
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