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spg area damage killing crew

Дата: 19.11.2010 19:42:49
View PostSergeMan, on 19 November 2010 - 07:30 PM, said: View PostRokuzachi, on 19 November 2010 - 11:42 AM, said: I've lost FOUR crewmen to an SPG miss. I regularly lose 1-2 to SPG misses.
Sorry, but if they can already one shot me with a direct hit or take most of my health and damage a bunch of modules, why do they need to be able to miss and make my tank utterly ineffective?
Please stop with the arbitrary realism.
My favorite are the ones that miss so badly they do 0 health of damage....but destroy your gun and a tread completely.

MrVic: My favorite are the ones that miss so badly they do 0 health of damage....but destroy your gun and a tread completely.
If I remember correctly that's due to the modules taking all the damage. Forget exact details.
But say a round does 200 damage on a hit or ae hit. The tracks let's say take 125 damage to be destroyed. The gun takes 150 damage to be destroyed but only 65 to be damaged. The remaining damage damages the gun. And since there is no remaining damage to carry over to your hit point pool there is no normal hit points lost. So if the splash damage ends up hitting modules and not base armor locations it can be negated on actual hitpoints
Think it works that way will have to check in on it.

View PostRokuzachi, on 19 November 2010 - 11:42 AM, said: I've lost FOUR crewmen to an SPG miss. I regularly lose 1-2 to SPG misses.
Sorry, but if they can already one shot me with a direct hit or take most of my health and damage a bunch of modules, why do they need to be able to miss and make my tank utterly ineffective?
Please stop with the arbitrary realism.

MrVic:

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