I don't understand how in the current design armor will give you more reliable outcomes. There is no difference between a miss and a bounce, and not even a visual clue to what happened. Although there are three different results (damage/miss/bounce), the player will only be able to see two consequences: damage or no damage. He also cannot influence them, so the RNG overall is the same.
I pointed out that previous CoH2 inf armor, was a stupid variant of the RA, with basically 2 checks hit\miss and pen\non-pen to even deal damage. I maybe should have been more clear, what I meant is a vCoH like armor system (or inf type as it was called).
I don't like the concept of CoH1's armor. Your weapon is not suddenly less deadly because you shoot at a different soldier from the same distance. CoH2's old armor system streamlined the concept, but didn't solve the core issue: Getting scored hit with any caliber makes the same damage regardless of its target.
There's three things that CoH2 is currently abstracting:
1. A distant target is harder to hit - accuracy does the job -> easy and intuitive for the player
2. An experienced soldier knows how to not be hit - RA does the job -> easy and intuitive for the player
3. Cover makes you harder to hit - RA and damage reduction do the job -> RA is somewhat intuitive, damage reduction not so much.
Actually its debatable what is more intuitive. On one hand, with vCoH system you just know that unit A cannot beat unit B, because unit A has different armor type. Its harder for new players to learn them all, but in a long run gives more or less predictable outcomes.
On the other hand, we have CoH2 system which is easy to understand, because it somewhat follows concepts of common accuracy logic, at the same time Sturmpios attacking might drop 1-2 models to RE on approach, and might even not drop a single model charging and beating rifles. The whole RA concept of coh2, while being superior from a immersion perspective and understanding, is ultimately having way too much what is uncontrollable by a player.
To summarise:
1) CoH2 basically only checks accuracy+RA. Easy to understand, but affected by RNG the most.
2) CoH2 old armor system. Checks Accuracy+Armor+Chance to penetrate to deal damage. Just bad
3) vCoH checks Accuracy + having flat damage decrease\increase based on inf armor type.
My proposal of armor:
Flat accuracy to deal damage. Flat armor+penetration to determine if damage if full or decreased.
Aim of this one, is to actually provide somewhat consistent damage, but at the same time decrease involvement of RNG. On top of that units would have a lot of ways to balance them out be it accuracy, armor, penetration and amount of damage decrease on deflections.
I don't fully agree on this.
Armor variation between different soldiers will yield odd results. A hitting bullet does the same damage, no matter how experienced the target was. Everything else would just be odd. A human cannot bounce a bullet to magically take less damage than any other human.
You are looking at it from the wrong perspective. Imagine its not a bullet what deal damage, but rather where the hit was landed. More experienced soldier maybe moving differently, exposing less of his vital parts, maybe he was just a scratched by a bullet and so on. You really can find logical explanation to any system, simply because CoH is not realistic.
But that not the point. Imo main point is to provide such system which would potentially allow to balance units on a macro level, without effecting the unit as a whole. Armor\RA system of CoH2 is a very basic one and unit can be balanced only globally aswell as its affected by RNG way much then it should be. vCoH system is very complicated, because a lot of inf types needed and again it can balanced only globally.
2) Is basically what I suggested. I assume you combine it with armor working as damage reduction, which would not really be intuitive, on the other hand it might still work because it is not really noticable compared to just dealing full damage, but less frequently.
3) Since we cannot tell apart a "bounce" from a miss, I see this as a variation of point 2).
There is a small difference.
If we assume that game has armor system I described. To be clear here, in my armor concept there is no such thing as a deflection with no damage. Hit is always a hit, and it always deals damage, but if its a deflection hit, damage is lowered. So the difference is:
1) For point two, you effectively need harder hitting guns or most of your damage will be lowered, because basic armor of a unit in cover is increased.
2) For point three however, basically your gun stays just as effective as if you was attacking unit out of cover (armor\damage reduction is standard) but its just harder to land a hit on a unit in cover.