Gunna suggest it again but TDs shouldn't be entirely rng nor should the completely invalidate armour. Reduce pen and add deflection damage. Then pen matters but volume of fire also matters. High armour works as does now against low tier units but effectively changes the damage negation of a bounce to a damage reduction against dedicated counters. This ensures both high armour units and TDs remain both viable and able to do their job instead of the current case of one being useless due to the other doing its job.
Exactly this, i agree with this too.
Recently i learned that KT had a hull welding issues, so after a couple of bounces frontal hull welds would break under pressure. Deflection damage could be really useful to balance lategame TDs vs a high armor heavy.
Now i need to ask. wich is the golden number for a deflection damage to be consistent, yet useful to allied TDs. For simplicity if a KT goes down with 10 pen shots, now with deflection damage, it should be something like 5 pen/10 deflect? or 5 pen/7 deflect (one is 50% dmg the other is 70%)
Also, do deflection damage cause critical failures? Like main gun damage or anything similar