WARNO
SURM
themediocrity  [developer] Nov 15, 2023 @ 2:10pm
Critical Hit Info
I will flesh this out more going forward but just to give some quick guidance on things you might see

Bailed out - the tank is knocked out. It won't count as a loss if you manage to prevent the enemy from destroying it (might matter for destruction or eventual AG campaigns). Newer NATO tanks are more likely to be bailed out than outright destroyed while newer Soviet tanks are more likely to detonate catastrophically with older designs somewhere in between.

"Crew Killed" - this is really "commander killed" but we can't edit text yet. This will severely degrade crew efficiency (accuracy, rate of fire, spotting, and movement). It's most common for NATO tanks which are commanded "head-out" which gives an advantage in situational awareness but makes it more likely that the commander will lose his head to non-penetrating hits.

Other crew casualties - The other crew members will fill in as best as they can (so you can still driver with a dead driver, but with things get slowed down) but you'll lose efficiency.

Transmission damaged - Slows you down

Transmission destroyed - permanent mobility kill

Tracks broken - 15 minute mobility kill

Turret stuck - this is pretty much a firepower kill though you can keep shooting in whatever direction you're facing. It's generally best to withdraw this unit if you care about losses.

Firing computer reset - accuracy and aim time will suffer until the crew gets the computer back up. This is only an issue for newer tanks with ballistic computers (but those tanks do have a big advantage in accuracy and aim time).

Laser Rangefinder damaged - really a loss of primary gunner's sight. reduces accuracy and increases aim time going to the backup sight.