Summary
Pathologies of the tank designerPlatform
SteamOperating System
WindowsGame Version
1.12.13 and earlierEnabled DLC
- All of the above
Do you have mods enabled?
NoDescription
The tank designer brought a lot of nice flavor to the game, but it also has some significant issues that would be easy to address and would greatly improve its in-game relevance. As it is now, the impact of and balance between some of the design features is so poor that the game would likely perform more realistically and better overall if the designer was disabled - hence the bug report. And while I do not advocate this, I think that there is in urgent need for an overhaul.Let me give one extreme example - multi-turreted tanks. Most people have never heard of them and for good reason. The few that were made performed very poorly, and nobody has attempted to repeat these mistakes. Examples of the few multi-turreted tanks that actually entered limited production were the British Vickers A1E1 Independent and the Soviet T-28. However, the tank designer not only enables and does not penalize such archaic and ridiculous designs, but actually makes the viable choices!
Historically, the most defining characteristic of various generations of tank chassis was the size of the turret ring, enabling larger turrets, which were necessary for mounting larger weapons that took more space and had a stronger recoil. For instance, the Panzer III (a "1938" level chassis) had too small a turret ring to accommodate a large main gun. Thus, the Panzer III could only upgraded by giving them slightly longer 50 mm guns, and later small, short-barreled 75 mm support guns. In contrast, the Panzer IV (a "1940" level chassis) had a turret ring that was suitable to mount a high-velocity 75 mm gun. Early models started with a small 75 gun - but the fact that it had a better chassis allowed the Panzer IV to be upgraded and serve throughout the war, whereas the Panzer III was obsolete by 1942 and was replaced by the Panther (a "1943" level chassis). Thus, mid-to-late war German tank divisions had two Abteilung (large battalions / small regiments) with 88 tanks each. One was always equipped with Panzer IVs, while the other one initially had Panzer IIIs, which eventually were replaced by Panthers (no replacement for the Panzer IV was developed). In the game, however, any main gun can be mounted on any medium tank chassis regardless of turret ring size, which is completely contrary to what actually happened.
In reality, the limitations imposed by small turret rings let to a few “hybrid” designs such as the M3 Grant/Lee, which essentially were an assault gun with a small turret. Such tank / assault gun hybrids could not compete with tanks with larger turrets or turret-less assault guns (StuGs) due to the much greater firing arc of the former and ability to mount heavier guns in the latter. But they were nevertheless used with some success until tanks with larger turret rings (e.g., the M4 Sherman) became available in quantity, and thus carried historic significance. But in contrast to ridiculous multi-turret designs, they are not supported by the designer.
In addition to such glaring problems, there are also some missed opportunities to fix issues with the current game mechanics. For instance, the way armor is implemented in the game has been improved, but still misses a key point. The armor of any tank could be penetrated by almost any anti-tank gun. What changed was instead the distance at which this occurred. So more armor against weaker guns meant that a tank could come closer before it was at risk.
During WW2, the final phase in most armored attacks was carried out by the tanks going first with infantry following in cover on foot (StuGs supported infantry from behind due to their limited traverse). Once the tanks entered the enemy "kill zone," their ability to provide protection for the infantry greatly diminished. Thus, the most important role of armor was actually that it greatly improved the ability of tanks to protect the accompanying infantry - or in game terms increase the breakthrough. This is why Panzer Grenadier divisions had a small contingent of tanks. APCs (typically half-tracks), had minimal armor and armament, but also greatly contributed to breakthrough by providing the infantry with protection from artillery shrapnel during the early stages of an armored assault. Thus, the whole idea of a division's "average armor" is mostly irrelevant. And while the armor penetration mechanic can remain in place, an increase in armor should automatically trigger an increase in breakthrough.
Steps to Reproduce
Open the tank designer after researching the relevant technologiesAre you playing on a save from the previous/older version of the game
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