Many players complain about them that they always do damage (when they penetrate) to the Engine and this effect the Tank-gameplay to much. And this is a NOGOo for most of them. They would like it to change but RELIC does (i did not hear or read anything) not do anything to change it or remove it (That is what most players want).
So maybe they will do something if we have a good idea how this can work.
This is my idea. I hope that it is goog :-)
They could change the "Typ" of Damage. What i mean is:
Frontarmor-hit
1) Damage the main gun
2) Kill the gunner if there is one (Like vCOH, you had to upgrade again with muni-cost)
3) Kill or wounding the driver. This could get the Tank immobilized for 5-10 seconds (this can be more or less)
Reararmor-hit
1) Engine damage
2) Kill the gunner (like above)
3) Heavy engine damage (very rare)
If they had sidearmor i could write more but they don't.
Of course they can be also other type of Damages that i dont remember now.
The generall idea is that it would be something different everytime and not "Damaged Engine" all the time.
So, what do you thing?
Let' go!!!!
Suggestion for AT-Grenades and Panzerfaust "with Poll"
12 Mar 2014, 14:01 PM
#1
Posts: 1355
12 Mar 2014, 14:29 PM
#2
Posts: 1701
Reararmor-hit
1) Engine damage
The only good change I read.. lol damage the main gun, its just a bit too much for a 25muni grenade, dont you think?
1) Engine damage
The only good change I read.. lol damage the main gun, its just a bit too much for a 25muni grenade, dont you think?
12 Mar 2014, 14:39 PM
#3
Posts: 17914 | Subs: 8
Reararmor-hit
1) Engine damage
The only good change I read.. lol damage the main gun, its just a bit too much for a 25muni grenade, dont you think?
+1 to that.
12 Mar 2014, 15:16 PM
#4
1
Posts: 3052 | Subs: 15
Crew shock... Imagine a T34 being hit..."the crew can't do shit!(due to the effects of the heat round) give us a second! And a panzer 4 after an AT made..."What ze hell was sat? Heinz check that out!!"
12 Mar 2014, 15:59 PM
#5
Posts: 324 | Subs: 2
Yes, pretty please. I would like to see:
Frontarmor-hit
1) Guaranteed stun (duration highly debatably)
---either a full stun (like target weak point)
---or a temporary immobilisation (tank can fire and rotate turret)
Reararmor-hit
1) Guaranteed engine damage
2) Optional stun
Vehicles and light tanks can be excluded from this rule and always receive engine damage.
Remove heavy engine damage or allow it only on units below 25% health.
Other status effects are only extra RNG fluff to me and not necessary.
How will these changes actually work out in the game?
-there is no randomisation (apart from will it hit the front-half or back-half), heavy tanks don't have to rely on their luck
-stun (from the front) is more powerful than only an engine damage if AT guns (or other AT units) are in range --> just like target weak point
-stun (from the front) is useless if there are no supporting units nearby --> tanks don't have to be constantly backing up from one single infantry unit = faster game pace
-engine damage is almost guaranteed if 2 infantry units work together, stronger emphasis on combined arms
-showing your front armor to infantry to an extend more important
Frontarmor-hit
1) Guaranteed stun (duration highly debatably)
---either a full stun (like target weak point)
---or a temporary immobilisation (tank can fire and rotate turret)
Reararmor-hit
1) Guaranteed engine damage
2) Optional stun
Vehicles and light tanks can be excluded from this rule and always receive engine damage.
Remove heavy engine damage or allow it only on units below 25% health.
Other status effects are only extra RNG fluff to me and not necessary.
How will these changes actually work out in the game?
-there is no randomisation (apart from will it hit the front-half or back-half), heavy tanks don't have to rely on their luck
-stun (from the front) is more powerful than only an engine damage if AT guns (or other AT units) are in range --> just like target weak point
-stun (from the front) is useless if there are no supporting units nearby --> tanks don't have to be constantly backing up from one single infantry unit = faster game pace
-engine damage is almost guaranteed if 2 infantry units work together, stronger emphasis on combined arms
-showing your front armor to infantry to an extend more important
12 Mar 2014, 17:15 PM
#6
Posts: 1355
The Damages that i wrote are only suggestions. Don't get stuck on them.
I think stunning and engine damage is about the same when it comes to get away from the AT hunters. I think it takes almost the same time when it happens to get away from the ATs. I hope you understand what i am saying.
For those who say it adds more RNG i will disagree! RELIC obviously does not want to dismiss this from the game so i think it would add Different RNG (if you will) and so the game is more unpredictable!
If i cant remove it , why not change it?
I think stunning and engine damage is about the same when it comes to get away from the AT hunters. I think it takes almost the same time when it happens to get away from the ATs. I hope you understand what i am saying.
For those who say it adds more RNG i will disagree! RELIC obviously does not want to dismiss this from the game so i think it would add Different RNG (if you will) and so the game is more unpredictable!
If i cant remove it , why not change it?
12 Mar 2014, 17:47 PM
#7
Posts: 1585 | Subs: 1
Yes, pretty please. I would like to see:
Frontarmor-hit
1) Guaranteed stun (duration highly debatably)
---either a full stun (like target weak point)
---or a temporary immobilisation (tank can fire and rotate turret)
Reararmor-hit
1) Guaranteed engine damage
2) Optional stun
Vehicles and light tanks can be excluded from this rule and always receive engine damage.
Remove heavy engine damage or allow it only on units below 25% health.
Other status effects are only extra RNG fluff to me and not necessary.
How will these changes actually work out in the game?
-there is no randomisation (apart from will it hit the front-half or back-half), heavy tanks don't have to rely on their luck
-stun (from the front) is more powerful than only an engine damage if AT guns (or other AT units) are in range --> just like target weak point
-stun (from the front) is useless if there are no supporting units nearby --> tanks don't have to be constantly backing up from one single infantry unit = faster game pace
-engine damage is almost guaranteed if 2 infantry units work together, stronger emphasis on combined arms
-showing your front armor to infantry to an extend more important
I really like these ideas.
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