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russian armor

Side Armor Bounces

14 Jul 2015, 01:12 AM
#21
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Note: hitting rear armor doesn't give you extra damage. The system is plain simple. Depending on the location the shell lands, it will check for either rear/front armor values, make an RNG call and see if it penetrates or not.

If you understand how ballistic work in this game (scatter) you'll understand why just adding a side armor check won't work.
14 Jul 2015, 04:26 AM
#22
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

guys, they can't add side armour because there isn't a side armour hit box.



there is literally a box that has the front armour value and a box that has the rear armour value. the shot uses the value of whatever box it hits to calculate pen/no pen.

in order to add other armour value(s) they would have to edit EVERY single vehicle model to add that new value(s).
14 Jul 2015, 05:22 AM
#23
avatar of Arclyte

Posts: 692

in order to add other armour value(s) they would have to edit EVERY single vehicle model to add that new value(s).


oh noes! not hitboxes for every vehicle! That would take precious time away from making skins!

___


As for why they haven't added those hitboxes? Well...

14 Jul 2015, 05:43 AM
#24
avatar of JohnnyB

Posts: 2396 | Subs: 1



I, WANT, SIDE ARMOOOOR!
14 Jul 2015, 09:01 AM
#25
avatar of Necrophagist

Posts: 125

Side armor is good and all, but the result is practically the same:
Tank is in front of you, all good.
Tank is behind you, really bad.
Tank is to the side but closer to front, still ok but need to worry.
Tank is to the side but closer to the rear, danger.
14 Jul 2015, 15:22 PM
#26
avatar of Domine

Posts: 500

Side armour would add nothing to the game except needlessly complicating things and nerfing tanks. Just think of the damage shitty pathfinding would do.

14 Jul 2015, 17:14 PM
#27
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
While it doesn't make much sense. If side armor becomes a thing in an rts. Don't you think realistic penetration and angling should play a part? Side armor is basically rear armor, and if you can't angle it and still get rng penned from the front from lesser vehicles. Then that might be an issue.
14 Jul 2015, 19:52 PM
#28
avatar of ZombiFrancis

Posts: 2742

I find it interesting that the scatter values seem so important to people the way they currently function. Right now the main purpose of scatter is to simulate accuracy and to make up for the fact that there is no side armor.

Scatter is the mechanic that is currently in place to make shots to the sides of tanks function dynamically without there actually being side armor. It's what makes multiple shots from the same position have different results depending on unit facing. (The whole, 50/50 front/rear shot from the side thing.)

I still maintain that there is no good reason that there isn't side armor. The only real reason is that there is already a kludge in place. That should never be a permanent solution, but this is Relic we are talking about.
15 Jul 2015, 02:08 AM
#29
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

um, side armour would actually be pretty important because you could make heavies have really, really tough fronts, tough sides, and a rear a PTRS could pen. right now you can't make the back to weak or things pen from the sides, especially with how bad pathing is.

jump backJump back to quoted post14 Jul 2015, 05:22 AMArclyte


oh noes! not hitboxes for every vehicle! That would take precious time away from making skins!

___


As for why they haven't added those hitboxes? Well...


more like dow3/nazi zombies faction/amazing-new-game-5, etc. not to mention that it would also require the spreadsheet wizards to think up, put into the game, and balance side values.

i still wish the would add side armour though.
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