Hello,
I checked the wiki but have some doubts about it, does anyone know the exact effect . confirmed by developers?
I checked the wiki but have some doubts about it, does anyone know the exact effect . confirmed by developers?
- 1
... when the attacker (the unit shooting at the moment) cannot pierce the target's armor. That is, its piercing value is less than the armor.Half damage suffered
Which in practice means +40% org damage. (The d4 for org damage changes to a d6; on average, that's 2.5 points increasing to 3.5, or a 40% increase. Every combat rolls damage for so many attacks that any significant deviation from the average is very unlikely.increased org damage dealt dice size.
I'll have to repeat my tests for 11.5 since that just dropped, but for 11.4 it does not appear to actually work.NSB was supposed to introduce a less stark change
That has definitely been my experience in the open Beta. I suspect this change was overtaken by time and the unfortunate need to seriously fancy up the tooltip and possibly the broken shield icon.I'll have to repeat my tests for 11.5 since that just dropped, but for 11.4 it does not appear to actually work.
Edit. It is disheartening to report that my testing shows the same sorts of results as it did previously. The unpierced formation still seems to take half the damage and deal about 40% more org damage than the slightly pierced formation.
Thanks for doing the work.I'll have to repeat my tests for 11.5
I'm not really sure what the point of this would be? The testing I've already done shows that even when the differences in damaged suffered should be small enough to hide within the variation of one round to the next, the results line up with those we'd expect as if the new armour mechanic was completely non-functional.If you get around to another experimental mood, you might try adding a Case 3, with armor 9.75 or less. That would reach the full damage threshold, so twice the Case 2 damage. Or perhaps a case right in the middle of the 75-100% range, 11.375 armor.
This was one of the features I was really hoping for. This makes me sad...Yes, there seems to have been a miscommunication at some point during development, and the announcement for this change made it into a dev diary despite not being applied to the game. It may make a return at some point.
Just to check the boundary conditions where things change. Not terribly necessary, and of course utterly moot given Arheo's reply.I'm not really sure what the point of this would be?
This was one of the features I was really hoping for. This makes me sad...
I am no programmer, but I understand mathematics. I could write the formulas for this combat system in a half hour.
May I ask what is the problem incorporating this into the game? Do the developers think it is a bad idea?
I think Corpse Fool's suggested something like this before. now that we have an actual armor designer, for better or for worse, i feel like this would be a far more easy-to-understand approach than a direct scale and somewhat more realistic as well. for example, it could be set up so that having full unpierced armor equates to a 75% damage modifier, all-but-rear unpierced armor a 40% modifier and all-but-front unpierced armor a 30% modifier. of course you still have to deal with the fact that armor is a division-level stat and averaged between infantry and hard targets, but still, it's better than the idea of an AT gun dealing 90% damage to a tank that it can't pierce but would be able to if it had 11% more velocity or diameter or whatever.Because we don't have front / side / rear armor values.
Remember that when a division is armored, 1/6 damage still gets through. That can absolutely represent the rare occasions where a tank is flanked.I hope for this as well or some variance as well. Because we don't have front / side / rear armor values. Or anything else to reflect what happens when a lightly gunned tank approaches a heavily armored tank or column and pierces the armor that would not normally pierce thru the front, because there is a side attack or a tactical advantage.
Remember that when a division is armored, 1/6 damage still gets through. That can absolutely represent the rare occasions where a tank is flanked.
Don't forget that attackers get bonuses for attacking from multiple tiles, which furthers the idea that damage can get through from the sides, but not the front.
This game does not need the extra complications of having front/side/rear armor. HOI needs to be accessible, not needlessly complex.
Remember that modules such as stabalizers, interleaved roadwheels, petrol-electric drivetrains, radios, larger turrets, etc. are described as enhancing the design's battlefield flexibility.I don't necessarily want more complexity, as much as speed / agility as an element of consideration.
Because basically as it is now you have armor vs piercing (or basically damage). Weakness to side attacks should be an element somehow.
When I think a more rock paper scissors approach would be more interesting (speed / agility as the third element)
An older idea I've had was to have the 30% highest value shift up or down based on speed. Like it would range from like 20%-40% if they are 4-12 kph.Because basically as it is now you have armor vs piercing (or basically damage). Weakness to side attacks should be an element somehow.
Remember that modules such as stabalizers, interleaved roadwheels, petrol-electric drivetrains, radios, larger turrets, etc. are described as enhancing the design's battlefield flexibility.
Simply put, *breakthrough* is the fighting agility of a tank, and it's the third part in that rock, paper, scissors you are describing.
An older idea I've had was to have the 30% highest value shift up or down based on speed. Like it would range from like 20%-40% if they are 4-12 kph.
yes, but...Remember that when a division is armored, 1/6 damage still gets through. That can absolutely represent the rare occasions where a tank is flanked.
Don't forget that attackers get bonuses for attacking from multiple tiles, which furthers the idea that damage can get through from the sides, but not the front.
This game does not need the extra complications of having front/side/rear armor. HOI needs to be accessible, not needlessly complex.
That ... is not coolYes, there seems to have been a miscommunication at some point during development, and the announcement for this change made it into a dev diary despite not being applied to the game. It may make a return at some point.