Recently, I’ve noticed that the new “Hit Analysis” feature and the “Protection Analysis” tool are showing significantly different results compared to server-side hit simulations. I’m aware that the inaccuracies in the “Protection Analysis” have been a long-standing issue, but I’m writing here to find out whether what I’m experiencing is normal and the two tools are simply unreliable (as they seemingly have been for years), or if there might occasionally be an issue with server-side rendering itself.
What I’m experiencing:
In almost every battle with my Swedish 12.0 tanks (Strv 122b+, b plss, A), I get killed by shots that, according to both the Hit Analysis and Protection Analysis tools, should have caused minimal damage. The issue isn’t limited to the final, fatal shots—often, shots that the spall liner is supposed to absorb (as shown in the Hit Analysis) still manage to kill one or two crew members.
Even in “sidescraping” positions, it frequently happens that I’m instantly killed by relatively weak shells (e.g., DM43), which should have been completely absorbed by the spall liner. A typical scenario is when the right side of my LFP is hit head-on (no hull ammo present), and all tools indicate that no crew members should die, as the spall liner absorbs the damage. Yet, in-game, I’m destroyed, with three of my crew members killed. It’s possible that in the client-side simulation, the hull ammo prevents the shell from continuing, but this seems nonsensical.
What I’ve ensured before posting:
- I only considered cases where both my tank and the enemy tank firing at me were stationary, as I’m aware that the Hit/Protection Analysis tools don’t account for velocity factors.
- For spall liner cases, I verified that the relevant spall liners in my tank were undamaged during these incidents, as I know the tools assume intact spall liners.
- The Hit/Protection Analysis tools assume maximum ammo loadouts, which might affect shell paths differently, but I always carry just 16 rounds.
- This issue is highly consistent—it’s not just occasional discrepancies, but rather every hit I take causes significantly more destruction than what these tools predict.
- To compare server- and client-side renderings, I used server replays to analyze all the shots that hit me and compared them with the results shown in the Hit Analysis tool.
My question:
Is server-side rendering truly “perfect” in the sense that it reflects the intended behavior, and the client-side tools are just that inaccurate and misleading? Or is there actually a bug in the server-side rendering? For instance, could it be the case that the Protection Analysis provides accurate results in stationary scenarios, but the server-side rendering does not?
Thanks for reading this. I feel like this issue is slightly ruining my gameplay experience because my tanks are performing significantly worse in terms of survivability than what the client-side tools suggest. And yes, I know these Swedish tanks are still among the best in the game, but their survivability has been a bit disappointing compared to my expectations.
PS.: I’m attaching two pictures displaying the same shot, I’ve checked hundreds, but I found these screenshots regarding the topic.