Penetration as a function of Range
Posts: 60
Currently you're either in or out (of range) and shoot outs last roughly the same time at pointblank or maximum range. I think this is something that could be tuned to add a lot more depth to tank warfare (think closing distance with t34's, using tank traps to control range, long distance engagements resulting in stalemate, etc).
Posts: 3421 | Subs: 11
Yes, for me it makes more sense to have a better chance of penetrating at closer ranges. That's how it pretty much went with AT weapons. You had to be really close to deal actual damage.
Posts: 1701
Posts: 208
Posts: 39
Elefant will be useless
Obviously the elephant would still penetrate very reliably at max range =P
This change would be messy though. With some really rough balance for a while. Maybe they will do it for an expansion.
Posts: 170
Posts: 166
Permanently BannedPosts: 267 | Subs: 8
Accuracy is a function of range and the dice roll is very similar to penetration dice rolls. Having both is redundant.
Not if we wanted to better define a units functionality; i.e. a vehicle having a relatively high close range penetration but a steep drop off at long range.
Posts: 157
Posts: 786
mobility already defines units roles, turreted tanks are close/mid range, non turreted are long range, paks are mid/long range
Posts: 157
Posts: 308 | Subs: 1
#CoH2
Posts: 317
People are voting against this?
#CoH2
A 1000 times this!
Posts: 542
Posts: 258
Posts: 2693 | Subs: 1
Posts: 166
Permanently Banned
Not if we wanted to better define a units functionality; i.e. a vehicle having a relatively high close range penetration but a steep drop off at long range.
So why not give it high accuracy at close range and steep drop off accuracy at long range?
Posts: 2693 | Subs: 1
So why not give it high accuracy and close range and steep drop off accuracy at long range?
That would just make too much sense. Away with you!
Posts: 4928
Accuracy is a function of range and the dice roll is very similar to penetration dice rolls. Having both is redundant.
Have you looked at how the weapons are programmed?
Ready aim time
Fire aim time
Post firing aim time
Post firing cooldown
Cooldown
Windup
Winddown
What does all this translate too? The time between shooting one bullet and shooting the next.
Posts: 63
I'd be interested to see how it would be implemented, percent values or penetration ranges maybe?
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.940410.696+6
- 4.35459.857-1
- 5.599234.719+7
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
10 posts in the last week
28 posts in the last month
Welcome our newest member, MaddisondfBurgess
Most online: 2043 users on 29 Oct 2023, 01:04 AM