Steel Division 2

Steel Division 2

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RintFosk Apr 8, 2019 @ 1:25pm
How does the damage system work? (Eugen please anwser)
In SD44 for the anti-armor mechanism, we only have ArmorPiercing and ArmorValue to dedicate the chance that if an armored unit would get destroyed when hit by an armor piercing round.

But in Steel Division 2, on the weapon stats for many armor piercing purpose only guns, asides from the AP values, suppression and AOE (called blast), there is a new stat called damage. Its description was like the damage done to the personnel after the armor is penetrated. What does this value really means though? Is there like a hidden health bar for every vehicle now? Or does it mean that targets could have personnel wounded/death crits instead of outright restoryed when get penetrated by a low-damage-value round?
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Showing 1-6 of 6 comments
RintFosk Apr 9, 2019 @ 10:43am 
hello Eugen?
Soob Apr 9, 2019 @ 12:25pm 
See penetration values and armor values on vehicles in the armory on next phase.
Sluggger Apr 9, 2019 @ 2:10pm 
In SD44 AP value increased by one for every 100 meters closer to the target, SD2 does not have that but it's not clear what was put in to replace it. The AP values listed in mm are reportedly max numbers (close range/APCR), there's no obvious info on how/if the numbers decrease as the distances increase out to 2000 meters.
Last edited by Sluggger; Apr 9, 2019 @ 2:13pm
RintFosk Apr 9, 2019 @ 4:36pm 
I knows the AP value and Armor value system very well, I just not really getting how the new damage values in the gun stats work in game
󠀡󠀡Altus Apr 9, 2019 @ 7:25pm 
logically higher damage would mean a higher chance to do critical damage to a tank after it is penned.

realistically APCR would have lower damage since they didn't have explosive fillers like the standard panzergranate APCBCHE round

https://en.wikipedia.org/wiki/Panzergranate_39
abyssalKILLJOE Apr 10, 2019 @ 12:32am 
Damage is to do with HE value which mostly only effects infantry and the invisible HE health bar of a unit.

From my understanding, penetration in the game works by percentage-chance-based-system similarly to SD 1 and the penetration stat shown int the armory is at max range. Every decrease in 100 meters from the target increases penetration value by 10mm or 5 mm (i am not sure for this value since in the armory it only states increase by AP value of 1+, no measurement for how much 1 AP value is equal to mm is mentioned). How penetration works is that it would go through the several checks and percentages:

1)first check which is whether the penetration value is higher than the units's armor. If so, it will proc the chance to penetrate, if not then it will bounce at all times.

2)then, go through the penetrate chance percentage which is determining by how much difference is the penetration value above the unit's armor. If it successful it will penetrate, otherwise it will bounce.

3)If penetration is successful, it will then either proc the percentage to one-shot the unit and the percentage to deal a crit (transmission dmg, crew killed,etc)

Crits also goes through a percentage on determining what crit it will be or, have no crit but damage applied.

Every penetration hit will apply the damage stated in the armory to the unit's HE health bar (whether damage is a range and goes through a percentage i am not so sure), so enough penetration shots on the target will eventually kill the unit. Which is why HE bombs from aeroplanes can kill a tank which has taken alot of shots from an AT gun. Crits also apply damage.
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Date Posted: Apr 8, 2019 @ 1:25pm
Posts: 6