As it currently stands, crew shock tends to be probability based. Some units deal it regularly (brummbar), and some units are particularly vulnerable to it (jagdtiger). It's not in a terrible place as far as I'm aware, but it can be annoying when it happens out of the blue. It also seems a bit strange that the biggest tank on the field is most vulnerable to it (quite deliberately, given that it improves with vet).
Instead of crew shock being so RNG-based, what if it functioned like suppression of infantry?
Basically, applicable units could deal so much "shock" per shot, and the tank's shock value would increase with each hit, and decrease (rather rapidly) over time when no hits are taken.
Certain weapons (such as heavy high explosives) would still deal a lot more shock than others, but it could open up some potential tactical opportunities if a combination of weapons were deliberately focused on a single tank to stun it in this way, similar to snares.
Waddya reckon?
Crew shock as suppression mechanic
2 Dec 2015, 06:23 AM
#1
Posts: 769 | Subs: 1
2 Dec 2015, 07:10 AM
#2
Posts: 498
Well, spamming mediums would be batshit op if even the bounced shots would cause the shock, and anyways I don't think there would be a single way to balance this, if IS2s penetrated shot gave let's say 35% shock to a tiger, lowering it's performance by 20% (these are all example numbers) the fight would be pretty unbalanced.
(the maybe working idea)
Every penetrated shot (basic 160 dmg hit) would give 35% shock value to let's say a PzIV, after reaching 100% the crew shock applied for the basic 5 seconds as usual (example case)
Dunno if you ment this to work in either of these ways
(the maybe working idea)
Every penetrated shot (basic 160 dmg hit) would give 35% shock value to let's say a PzIV, after reaching 100% the crew shock applied for the basic 5 seconds as usual (example case)
Dunno if you ment this to work in either of these ways
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