Basically, all I'm asking for is this.
What this would do:
1. Less guessing if the game is going to consider your flank a flank.
2. Shots that hit the side armor from that cone would actually make sense bouncing, due to high AoA.
3. Rewards tactical play even further.
I personally can't see a single thing wrong with this.
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If you were to implement side armor, you would need a deeper system which takes into account the position of both tanks (angle).
By simply adding side armor, you would end up with a worst system than now. Take into account that while you can have a face to face tank engagement, if the shot lands on the rear side, it counts as a rear shot even if you are completely showing the front.
Adding side armor will make this just way more RNG based.
Not really.
All they have to do is make it instead of a perfect line down the middle, make it a cone in front of the tank that represents frontal shots.
The only thing that would change is when you are perfectly side on, your chances of magically still hitting something considered frontal armor, when firing perpindicular at the side of the vehicle would be relatively non-existent. |
This is a strategy game and not a world war 2 simulator. Almost everything is different to what it was in reality.
Cool story.
This isn't really about the game simulating WWII armor values. I just listed them for reference.
The core issue for me, is flanking an enemy vehicle, and because I'm 91 degrees off its front, all my shots still count as hitting the frontal armor, whereas if I was 2 degrees off set in the other direction, all the shots would of been rear.
I just don't get why they had to make the rear armor line directly at the 90 degree angle mark on the side of the vehicle.
All they would realistically have to do is move that line up and the instances of you being directly on someones flank and experiencing ridiculous shell bounces wouldn't occur.
I'm not even looking for bonus damage.
I just don't want shells with 130+ mm's of penetration bouncing on 40-50mm thick side armor, because that's not rewarding me for flanking.
I could care less if it was simulation quality. |
Oh my god.
That's so much worse then I thought.
50% of the side armor of the Panther, for example, is being treated as 140mm effective armor when in reality it was 58mm...
That's absolutely absurd.
Has their been any explanation for this god awful mechanic?
Why would it be hard for them to assign side armor values when they can obviously assign front and rear? |
There is no side armor in this game, only front and rare (50/50 or 80/20 of hitbox).
So does side armor count as rear, or front?
Or does this mean that depending on where the RNG decided to fire the shot at a part of the "side" armor of the vehicle, it could randomly be calculated as hitting the front?
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Hello everyone. Long time lurker, I think this is my first post, but I'm not sure.
Overall I'm very pleased with how CoH2 has evolved over its life span.
I think the balance is probably better between the factions then it ever has been.
However, there has been something that has bothered me incessantly and it's only increased since the Developers at Relic have stated that they want to reduce or remove as much "Un fun" RNG in the game.
That something would be flat-on side armor bounces from weapons that 100% should penetrate the side armor.
Relic has included the side/rear armor bonus damage to reward players who work to flank enemy armor with their own.
However, nothing is more infuriating when I'm using something like a couple T-34/76's to flank a Panther, actually pull off the flank, and then proceed to watch my shots from the 76mm cannon, at around 30m away... proceed to bounce off side armor that is thinner then the shell being fired at it.
Same with a StuG flanking an IS-2 and harmlessly bouncing off its side.
Has there been any explanation for this mechanic?
In my mind, the only time a side shot should bounce is if it's being fired at by an entirely different, lower class of vehicle.
T-70 firing at the side of a Panther? Obviously, bounces should happen.
But T-34/76?
RNG is a fact of life in this game, and the mitigation of how much it effects you is part of the skill of this game. I accept that and I'm ok with that.
But when the RNG is occuring on something that physically shouldn't even be occuring (shells larger then the armor they are being fired at, bouncing on flat surfaces) it is nothing but pure frustration when I actually am trying to outplay an opponent.
Does anyone else get frustrated by this occurrence? |
First of all, if you don't have anything cut off, it does not "artillery barrage front line sectors" it very lightly mortars them, and is not effective at all. So cut that BS out, it's basically worthless without using Stormtroopers, Breakthrough, or Stuka directly in conjunction with it.
That pushes the munitions/mp+munitions investment way higher then just the initial cost of the Close the Pocket ability.
Otherwise?
If they manage to get your cut off with Storms/Stuka, you we're not protecting it. It's pretty easy to read this commander.
Are their infantry sprinting early game? Build a cache on your cutoff, and focus your AT defense in a way that you can protect it from direct armor pushes.
I only see this ability being a GG on people who already don't know how to protect their cutoff. |
Shermans eatin PzIv's for supper (lol Sherman one of the worst tank constructions in RL).
While I do feel the doctrine is still slightly too strong, and I think Elite Rifles need a minor fuel cost to mirror the Wehr counter parts, it is utterly false to believe the M4 Sherman was an inferior tank to the PzIV.
The early 75mm Sherman had better, sloped armor, but a worse gun then the long barrel 75mm PzIV.
However, after the 76mm gun was included, it was for all intents and purposes a better tank then the PzIV.
Better suspension, speed, comparable if not better gun, and better armor.
Yes, you heard right: Better armor. 80mm of non sloped armor is crap, and that's what the Pz IV has. |
I think they just do to much damage to light vehicles.
They we're used to blow tracks off vehicles and the like, there is no reason they should be doing half the health of a Skdfz 222. |
I don't think the problem is the actual tank. It's just an uparmored, upgunned Sherman, and in my opinion it, by itself, in a vacuum, is priced fine.
However, when you factor it into the rest of the Commander, it just barely tips that scale a little too much in it's favor.
I think someone else hit the nail on the head earlier, when they mentioned getting Elite Rifleman costs no fuel at all, compared to Elite Troops costing fuel on the Wehr.
Both are used (90% of the time) to gain an anti-infantry edge, but if the German player chooses to do that, it slows his progress towards late game armor.
The American player doesn't have to make that choice. He doesn't have to choose between having a substantial early infantry presence, and a decently timed powerful armor call in.
He can have 3-4 veteran, ass-kicking infantry squads, and 3-4 E8's well before a Tiger Ace. |