HE Feedback: Comprehensive Study.
Дата: 04.07.2021 02:31:35
Draschel: So I have had plenty of time to figure out HE over the past
week with it LIVE, instead of common test. If you are TDLR,
whatever. This is for people who want to learn. I would like
to point out, I think 1.13 has been a generally beneficial and good
patch update, a good direction to point the game in. First
things first, HE can be used still as general purpose ammunition
like out of M4 sherman or panzer IV, just be expected to land lots
of 0 damage hits. Track hits, spaced armor, gun barrel length - all
this stuff will typically give you 0. However you can now
shoot through walls, shots through low tier tracks (IE 10mm track
armor) if more or less perpendicular will usually penetrate when
tanks have like 20mm side armor like lowly BT7. So before in 1.12,
you would have hit BT7 in the tracks for pathetic 150 damage
splash, now you can get 410 damage penetration. I think it balances
out. Secondly, it is important to truly note the
importance of spaced armor and their benefits in reducing HE
effectiveness. I don't think WG published this fact well enough,
placed any emphasis on it, yet its among the most important
changes. Vehicular spaced armor, including constructs not
necessarily designed to act as protection, like modules:
IE tracks / suspension strut / gun barrel these act much like
dedicated spaced armor, like boiler casting on suka pershing or
super conqueror, armor shields on IS6/E100. These all receive an
added benefit in reducing HEs effectiveness, and they do a very
good job at that. Walls, fences, doghouses, cars don't share this
property. A little math for tackling, or avoiding this
problem, and reducing the amount of irritating 0 damage HE hits you
will cause. Avoid spaced armor at all cost. Lets look at IS6
for a moment, at 50 angled arc from frontal cross section. If an HE
shell strikes its 30mm spaced armor side skirt, then there is 20mm
tracks and boogies, and finally the 100mm side hull plate....what
would you do even with high penetration HE? 105mm HE pen from
Centurion 7/1 or Leopard PTA will contact 30mm @ 50° (no
normalization effect) x3, PLUS 20mm @ 50° (no normalization) x3.
Then the actual hull which is 100mm @ 50° underneath all the
aforementioned. So the spaced armor alone before contacting the
hull, using a +/-3 inclination of gun height average, is a whopping
196mm effective armor VS HE, which throws your high pen 105mm HE
into the trash. 0 damage HE hit, hull body isn't met, spaced armor
absorbs the shell. In order to contact the hull, you need among
the higher pen HESH pen in the game, like Centurion 7/1,
Conway, 4005. In order to penetrate? You need 327mm HESH, which
is lolExamples like E100 and Type 4 &
5, make this example even more severe, as their side screens are
far thicker. Don't shoot HE at spaced armor.If you must hit
spaced armor, do so at perpendicular angles, and make sure it is
thin. Hitting an AMD17 or Hotchkiss 10mm tire in the side,
with the math above but at flat angle, results in a 30mm tire,
which means HE ammo typical like 54 pen HE from a howitzer, still
has good chance to penetrate. And lastly, weird HE
effects being seen. I am seeing alot of weird as f--- HE splashes,
that typically happened extremely rarely before. The difference is,
they are very common now, daily basis. I am talking about splashes
for damage, not penetrations. FV4005 splashing enemies for
1000+, KV2 splashing enemies for 600+, Etc. This sort of
stuff just didn't really happen before, and if it did it was
usually brushed off as a max roll splash, AKA rare. I am seeing
this stuff, like FV4005 shooting light armor targets like panzer
wagon, AMX30, STB1, Leopard but is unlucky not penetrated, but
still deal close to 1K damage. Before in 1.12 we'd be looking at
600-800. KV2 and OI splashing something like cromwell B, for 600.
Whereas before it would be 300-400. I wonder what this is all
about. So, what would I have done to refine the HE
changes? Well, I don't think spaced armor need the HE countering
reductions applied to them. Like how obstructions have it, they get
none. War Thunder has an interesting way of depicting materials,
like for example tool steel, structural steel, alloyed aluminum,
wood logs, formed rubber all VS rolled armor
steel. Rolled armor steel is your 1.00 control value, and the
various materials beforehand would be like 0.75, 0.90, 0.40, 0.33,
0.15 compared to RHA 1.00 value. Something like Bisonte and
Super Conqueror UFP with dedicated spaced armor steel panels, which
are probably high hardness steel over top rolled steel backer, can
have something like 1.25, sure. But I think WG definitely jumped
the gun by adding 3x effectiveness, over normal stuff like track
belts and tires, which alot of are constructed of rubber, what the
heck.....? I think this was a terrible idea, the chain
link skirts which protect something like panzer IV schmulturm and
WZ132 1 offer the same modifier as dedicated UFP over top
protection like Super Conq? Craziness. Another thing I would have
done, is increasing HE burst radius of ammunition vs map
objects, to increase their utility in demolition. Since this has
nothing to do with attacking tanks anymore, why not make them more
effective in destroying obstacles? For instance making a 3in
or 76mm HE do 2.50m now, instead of 1.06m, versus a
home or barn. Lastly, apply the artillery HE velocity changes for
tanks too. Many HE shells weigh more, are shaped differently, that
would impact tank gun velocity. Alot of old school, 2010-2014 game
physics remain with ammo, with tanks simply maintaining the same
ammo velocity model continues, and shouldn't. AP should be
normal control speed, HE and HESH should be slow, HEAT should
be not as slow, and APCR should be quick. Generally speaking,
of course.
HE Feedback: Comprehensive Study.