Foxhole

Foxhole

Reno Story Mar 27, 2021 @ 8:22pm
Do tanks use health or is it based on realistic penetration?
I'm still somewhat new to this game, and with my experiences with both enemy and allied armor, it really would be nice to know just what to expect when shooting at them, if aiming matters or if all that really matters is the shot connecting in the first place.
Originally posted by venom:
Originally posted by Reno Story:
So, if I am hearing this correctly...

Where you aim still matters, but at the same time every shot still does some damage in one form or another, which means that a hit still contributes to weakening enemy armor to the point that eventually it'll go down?

Kinda wish it was a bit more obvious, moreso when armed with a PIAT-style weapon. But if it still hurts, then at least it makes me feel a little better that my shots don't go to waste when an enemy tank is rushing me down and I have to take a quick shot before I'm turned into paste.

Answer: Indeed, rear armour usually is the easiest to pen followed by side and then front, and spamming shot on the opponent armour is going to wear down their armour. lastly, in a tank combat, your distance seems to matter. The closer you and the more perpendicular you are to your target are, the higher the pen chance and the damage you deal.

Cheers
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Showing 1-6 of 6 comments
venom Mar 27, 2021 @ 10:49pm 
This might not be 100% accurate but this should give you a general idea of the tank health.

As far as i know, the game use health system combined with armour heath system for tanks. For example, higher armour health increases the chance of incoming shot being ricochet, which deal no damage to the tank itself. If the shot actually penetrate the tank, the tank health decreases. The armour health will decrease after each hit on the tank. Moreover, there is a chance to "jam" critical part of the tank, such as the track and the oil tank, if a shot penetrate the corresponding areas. However, i am sure whether higher armour health actually decrease the penetrated shot's damages or not.

The only weapon that negate the armour HP is the mines, it is guarantee to track tank and deal high damage to tank HP regardless of the armour HP.

Keep in mind that the armour health cannot be repaired by hammering the tank with hammer. The tank must be repaired at a garage in order to repair the armour. To make it even harder, the armour health cannot be detected outside of the garage, so you need to use your best judgement whether you want to push it to limit in your metal sarcophagus or not.

Think of it as "more like World of Tank and less like War Thunder or Men of war" in this regard.

Moving on to the aimming, it is a bit complicated. In theory, the closer you are the more damage you deal, and the more perpendicular you are the higher chance to penetrate. However, in practice, most tankers prefer to stay as far as possible and aim for the track, in order to track the tank. Tracked tank massively cripple the already tired tank which allow for follow shots.
Last edited by venom; Mar 27, 2021 @ 11:53pm
BaptismByLoli Mar 27, 2021 @ 10:57pm 
It's a bit complicated but keep in mind that as the game is still in development, a lot of the things I say may be outdated or subject to change.

Firstly, a vehicle has 2 values - HP and Armour with 'Armour' being a hidden stat.
HP is the health pool of a vehicle while Armour is an RNG value to see if any damage taken penetrates or is deflected.

Deflection is seen from sparks flying when a round hits while only a localized black/orange cloud appears if it penetrates.

If a round penetrates, HP is deducted. If a round does NOT penetrate, HP does not as well. In both cases however, Armour will always be deducted from that pool so sustained fire will eventually break through it. While HP can be recovered on the field with the relevant repair materials, armour can only be repaired at a Garage (The Truck icon on the map).

This is not to say that aiming is not important because Tanks (Light and Heavy) have another system in place called the 'Subsystem'.

The three subsystem are as follows. Turret, Tank Treads and Engine.

A subsystem can only be damaged through RNG. Taking the tank treads for example, the round must first penetrate and land on/damage the tank tread after which there is a chance for the tread subsystem to be damaged. Certain items such as the Sticky AT Grenade has a high chance of damaging this subsystem as seen in its description.

Damaging a Turret will prevent the Gunner from firing. This is seen through black smoke around the turret rings

Damaging a Tank Tread will severely cripple its mobility to the point that infantry can catch up as seen by the tank hopping/vibrating when moving

Damaging an Engine will cause a fuel leak and drain fuel at a rapid pace even if it is stationary and can be seen by the oil trail it leaves behind (Oil cant be ignited)

If a tank (or any vehicle) takes enough damage (idk the threshold), they will be crippled as seen by the trail of smoke and flame around the vehicle. This completely prevents them from moving any further though they can still retaliate.

In summary - Angle of attack does not matter when attacking an armoured vehicle due to diminishing RNG deflection chance per hit although a tank has subsystems in place that can be damaged to make it easier to destroy or at least cripple for a follow up. Cause enough damage and it will be a sitting duck.

References used:
https://youtu.be/fJHNsyYzdXc?t=124
https://www.youtube.com/watch?v=6MUQZBNRqAg
VstaR Mar 28, 2021 @ 3:02am 
The question was, does it matter where you try to hit, and with what..
And, yes it does!

It just comes down to different hitboxes defined in the game engine with different logic for that hitbox type, and the angle that you hit the surface of the hitbox at.
A hit on the tracks hitbox will add the chance to disrupt the tanks movement.

For the armor part mentioned above, i dont think there really is a armor value but there could be a lookup table with hit-type-reductions per weapon type. So it would be HP + type-ressistance + the % off deflecting a projectile depending on the shot angle + a % of chance of disabling a subsystem.

The types of hitboxes could possibly be: armored, tracks, weapons, engine, no-armor(mines-only). (And possibly some armored hitboxes have a higher deflect chance or more ressitance boost).

It could also be, that the turret, tracks and engine have seperate health pools. And once that seperate health pool is depleted it would break that part. And with each shot on the correct hitbox you have a chance to hit that seperate healthpool also.
Last edited by VstaR; Mar 28, 2021 @ 3:04am
Torchlight Mar 28, 2021 @ 4:48am 
There are no ricochets as of War 68. Make sure your sides and butt aren't showing. Always front.

Use Hills and sandbag walls create a sense of being hulled down for the best effect. Especially if you're in a paper-thin Collie tank.
Last edited by Torchlight; Mar 28, 2021 @ 4:49am
Reno Story Mar 28, 2021 @ 1:13pm 
So, if I am hearing this correctly...

Where you aim still matters, but at the same time every shot still does some damage in one form or another, which means that a hit still contributes to weakening enemy armor to the point that eventually it'll go down?

Kinda wish it was a bit more obvious, moreso when armed with a PIAT-style weapon. But if it still hurts, then at least it makes me feel a little better that my shots don't go to waste when an enemy tank is rushing me down and I have to take a quick shot before I'm turned into paste.
The author of this thread has indicated that this post answers the original topic.
venom Mar 28, 2021 @ 4:16pm 
Originally posted by Reno Story:
So, if I am hearing this correctly...

Where you aim still matters, but at the same time every shot still does some damage in one form or another, which means that a hit still contributes to weakening enemy armor to the point that eventually it'll go down?

Kinda wish it was a bit more obvious, moreso when armed with a PIAT-style weapon. But if it still hurts, then at least it makes me feel a little better that my shots don't go to waste when an enemy tank is rushing me down and I have to take a quick shot before I'm turned into paste.

Answer: Indeed, rear armour usually is the easiest to pen followed by side and then front, and spamming shot on the opponent armour is going to wear down their armour. lastly, in a tank combat, your distance seems to matter. The closer you and the more perpendicular you are to your target are, the higher the pen chance and the damage you deal.

Cheers
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Date Posted: Mar 27, 2021 @ 8:22pm
Posts: 6