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You can study armor penetration, armor thickness, bullet damage data, vehicle integrity and so on in the shooting range as most of the important data is displayed in the UI
I also noticed that infantry anti-tank such as the RPzB 54 has similar issues - had a scenario today where a Sherman survived 3 accurate rounds to the rear of the turret (where ammunition is stowed, along with the three turret crewmen) to destroy the tank, and three out of four crew still bailed out, and the tank was fully functional, still aiming and shooting the whole time despite three rounds all hitting one of the weakest points on the Sherman.
Something just isn't adding up with the tank damage all of a sudden. I will have to try the shooting range and see if I can understand what's going on.
EDIT: In the shooting range, I'm noticing two things:
1. Hitting a tank and not penetrating it seems to be sometimes displaying a dent in the hull, other times it shows as a gaping black hole as if a full penetration was achieved. This might explain why sometimes it looks like a tank is taking damage, but actually isn't.
2. There is no indication of penetration vs range...is gun penetration the same at all distances? If so this really needs to be changed and would explain why sometimes you can get sniped from across the map in a T-34 from a 5cm AT gun which would have struggled to penetrate your frontal glacis at range. Range is just as critical as penetration for a balanced and realistic simulation.
This, if were gonna have the armor pen be a number in game, let it be realistic to the tank it is being used by, for example a stuart should have SIGNIFICNTLY less armor resistance than a PANTHER. so in game it would show as Stuart: 100 Armor , Anything with a certain angle of 55 or more should pen right through and depending on thickness of shell should one shot. anything less would deal ZERO armor damage or barely any armor damage( this would force you to flank and find a weakpoint in armor)
Panther: 500 armor heavily defended, anything below said threshold deals little to no ARMOR damage, forced to flank and find a coponent like engine or tracks to disable it, that way you still can force the crew out and kill them that way, you just woudnt be killing the tank
if it wokrs this way already in game fine, but as of now, ive seen multiple times a stuart getting kills on my pziv while i cant pen it at all from any angle and i can barely do hull damage sooo...
The PzKpfw IV by the way is not a good tank for slugfests. Its main gun is good but it has poor armour and the Stuart's gun (which is surprisingly good for a 37mm cannon) is capable of penetrating every part of it except for the front hull plate on the later versions.
I totally agree with the unpredictability aspect. Every hit to a critical system might not completely disable it - but if I hit the engine three times on a tank, I do expect that it probably shouldn't be working properly anymore. The issue is when hitting a tank repeatedly in weak points (such as the sides and rear of the turret) does absolutely no noticeable damage at all. I had a scenario where I put three 8.8cm rounds from a Panzershreck through the back of a Sherman's turret just yesterday and the entire crew still managed to bail out after the third shot. Nobody being killed or wounded by HEAT rounds detonating inside of the turret makes zero sense - there are three people clustered around the main gun, not to mention the ammunition and a bunch of other important stuff all right where a jet of molten metal is expanding rapidly inside of a small space. I get that this wasn't on realism mode but it is very frustrating when it feels like powerful rounds are having no post-penetration effect on tanks.
Penetration feels fairly realistic (minus the seeming lack of distance effect) but the effects of penetration feel extremely lackluster, to the point that it just feels like you're taking away HP from the tank with each round rather than causing realistic levels of damage.
I had a big problem with AT rifles in this game cause some tanks are completely immune to them like the Lee tank is utterly immune from all sides even up close, and the Russian tanks are nearly impossible to damage with AT weapons. I've seen very occasional damage to T-34s but never once saw a KV-1 or 2 damaged by AT. The problem is infantry have no other AT ability like no satchel, demolitions or sticky bombs like they had historically for close assault on tanks, so if the AT guy is killed then the whole squad is hooped, and infantry squads are fully helpless against tanks.
In missions featuring mid and late war tanks AT rifles can usually be usefull whn hitting the back or the rear of a vehicle on current public verison, however they are gonna be way more usefull after the next update we are preparing where tracks can be damaged and destroyed independently, even from AT rifles.
You can already try the system from the BETA version working on many tanks already, or watch the news about it on the Discord server:
https://discord.com/channels/778000642932211752/831187976796504094/1288881798218121379
M1 Bazooka is actually a quite powerfull weapon capable to penetrate up to almost 100mm of armour, meaning
it can easily take off most german vehicles from the front (https://youtu.be/HKv1q3Cd_eQ)
and even heavy tanks from the side (https://youtu.be/7ztY-WudOU8).
However just like any other weapon it is subject to angle of penetration, so make sure to always try to hit enemy tanks at 90 degree angle to maximise the penetration.