Concept : Armor degradation?

You asked about details of real life damage. That part is irrelevant. Same as “Can you explain how 1960’s transmissions fail, precisely, when hit by shells of varying calibers, and what the exact performative symptoms are?” Also doesn’t matter if you can, because players never care or mention whether transmissions actually would just make you go slower when hit by shells. So the details observably don’t matter. Same for [pretty much every single other damageable component in the game]

The stuff about WoT was all a completely different part of the conversation. I don’t know how to reply to the WoT thing any further, because nobody has yet explained how this suggestion is supposed to be “more like WoT” in the first place. It’s clearly the way War Thunder does everything else, it’s about as War Thunder a suggestion as you can get.

I’m sat in a hot tub on a Swiss mountainside with four naked beauties and a beer. I could not be more relaxed.

I think Mrs. Chinchilla might need a Valium though XD

Just per plate would be good enough. Heavier the plate, more hitpoints it starts with.

Now we really are in WoT territory. We don’t want hit points we want to make enemy tank go Boom!

Again, War Thunder uses hitpoints WAY more than WoT does. “Hitpoints” are not “WoT” territory, they are actually much more so “War Thunder territory” wince WT uses them much more extensively.

Have you not played WT before, or… do you actually just not even realize that yellow/orange/red colored things in the game are hitpoints already being used everywhere?

You must be the only person on the planet who does not know the difference between how WT and WoT plays out.

I understand it just fine. And one of the main differences is precisely the fact that War Thunder uses hitpoints about 20x more places in the game than WoT does, in particular for individual component damage, the exact topic this thread is about.

Whenever you hear “hitpoints” in general, your mind should jump to “War Thunder” by default, not WoT, even before you hear “component hitpoints” which is exclusively a War Thunder thing.

There is plenty of classified documentation online to show you just what you are getting into her . I can post links to them, but I am sure the powers that won’t be happy. So you go look for them.

The first debate will in what areas the tanks Burlington Armour, for example is actually applied. It will be interesting to see how Gaijin approach that without upsetting people.

I like the concept but can’t see WT wanting to do any more than they already do…Plus it’s all very WoT …lol

The first debate will in what areas the tanks Burlington Armour, for example is actually applied.

Nobody cares. Show me the forum threads where people are complaining about how tank engines don’t respond to damage realistically, and how turbine vs cylinder engines should react to damage differently, and how 8 pistons vs 6 should affect things, and blah blah blah. There aren’t any debates like this. because nobody cares about component damage being micro-simulated.

They will care about degradation in general vs no-degradation, such as the guys above worried about SPAAs being stronger. But not the micro details of what exactly each hitpoint represents.

Plus it’s all very WoT …lol

Once again, component damage tracking is the LEAST WoT thing you could possibly come up with when comparing the two games.

Component damage tracking is what War Thunder is famous for.

Pretty obvious at this point you’ve never played at least one of these two games before.

Did you read the OP ?

Hey who cares when all you have to do is attack the D point and watch out for that Maus lol

Is that what you are trying to say? I mean I find the amount of vehicle detail laughable given what the actual game is about but people are leaking classified docs to prove a point in a detailed vehicle argument, and you say nobody cares?

If nobody cares about vehicle detail then let’s worry about WW2 tanks in Sun City and Abrams Vs T90s in Normandy 44.
Sort the the things that people do care about.

You mean the OP that didn’t say anything about Burlington Armor? Yes I did, did you? Also the same OP (the person) who confirmed “Yep!” that he indeed wanted a hitpoint system when I first mentioned it, not a super-detailed micro simulation of armor layers? I saw that too, did you?

You don’t even know what it is lol . Good bye

I do, actually, it just doesn’t matter and is off topic here because nobody cares. If they did this suggestion, they would not even TRY to simulate individual types and sub-components of armor, they would just give it hitpoints and the hitpoints would go down.

  • Just like engines have ZERO modeled internal details used for damage Just “hitpoint go down”.

  • Just like transmissions have ZERO modeled internal details used for damage Just “hitpoint go down”.

  • Just like gun breeches have ZERO modeled internal details used for damage Just “hitpoint go down”.

  • Just like radiators have ZERO modeled internal details used for damage Just “hitpoint go down”.

  • Just like fuel tanks have ZERO modeled internal details used for damage Just “hitpoint go down”.

(And nobody cares or complains about any of those things not having internal details). Nobody has ever sat around and figured out “hmmmm hmmmm so how does a Rolls Royce engine specifically deal with damage uniquely?” and nobody cared that they didn’t. It was just fine without that.

I love to see this feature, I feel like armor would have to be broken into chunks in the same fashion ERA blocks work, hitting the same area with a large caliber gun would degrade that chunk of armor and the following shot would penetrate the armor.

of course heavy tanks would suffer from this.
you can just disable one and shoot repeatedly at the same spot with an otherwise non-penetrating shot until it eventually penetrates
sure it’s more realistic, but more realism isn’t always good

3 Likes

And everything you just said is ALSO true of all medium tanks. but MORE so. Because that degradation happens faster for them.

So therefore heavy tanks are buffed by this, relative to anything else. When everyone loses $5 except you who only lost $2, you come out ahead of everyone else.

medium tank gameplay does not revolve around the armor.

2 Likes

It absolutely does when facing things that can just barely not penetrate them (many light tanks, autocannons, secondary weapons, SPAAs, etc). But now can after degradation. Just like with heavies.

And heavy tanks with this change would STILl revolve around and benefit from their armor. If a heavy is shooting a medium and both are degrading each others’ armor, but the heavy has more to degrade, heavy wins still. Couple of niche exceptions like the Churchill I with a godawfully ultra low powered gun for its BR, but most aren’t like that.

What do you mean ? Care about what ? The only thing i have said is in the top message

But its not haha. Physics are a real thing. If a tank gets shot in the same place twice, the second shot will definitely meet less resistance, and the blocks are just that, composites are mounted in sections and arent invincible.

Itd be hard for gaijin to do it right though