Hit register work differently in hit analysis and different in battle

After in replay, have an option to analyse my and enemy hits, i realised some unexpected behavior. In some case looks like a ‘Deux ex machina’ came and put his hand into the game… like hit which need to deal minor damage or not penetrate tanks deal much more post pone damage or able to penetrate tanks armor. Or in some case hit register work differently in battle than in hit analysis case.(It experienced with EAC and BE, and when AC turned off…)

What do you think, worth to report that cases as an Issue or not?

This happens because the hit replay copies the conditions but creates a new shot.

Like how you can go into the protection analysis, shoot a yellow area a few times, and get different results.

Until they have it save the actual shot from the game, the hit replay will give different results.

hmm intresting… ok in shoot a yellow area i accept your theory because it will work , but when shoot a green area and it create a new shot it not should be work as same when everything?

Example:
Ultimate King Tiger hit Centurion AX upper front hull(76mm) and it not penetrated… based on hit analysis every place is green and the the deadly shot would kill the Centurion AX. I reproducted that shot and got a same result everytime…

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or shot in red area it not should be show similar? If it make a copy it should be work as same.
Example:

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Based on hit analysis in PZ III N case the shot hit the small front plate which changed the shot angle a bit, and activate fuse. When it hit the turrent upper front plate it just deal minor damage and kill the loader… I played this shot 10-20 times in row and everything is a same happening… during battle it not that happend… the only case when i able to reproduct the deadly shot when hit the PZ III N turrent upper front plate in middle side without hit the small plate on hull.

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There is a chance that it is saving the data from the client side.

This would mean that the data will be slightly different from what the server saw and could explain it. I think that this feature will not be 100% unless they save the actual shot data. It is a good feature but it really needs to be looked into again to see exactly what data they save for the shot replay.

The fact that they have implemented this mechanic of seeing the replay of the impacts received only serves to demonstrate how far the calculated penetrations are from those that actually occur in the games, further proof of how broken the damage model is, possibly due to a tremendously bad recording by the servers.

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Possible to save data from client side, but one intresting point exist. If we look the case of PZ III N the simulated shot(simulated from saved replay) and the hit from battle(images saved from server replay) is same. It hit the pz3n in same point and in same angle. From this i suspect the hit successful saved(distance , angle…etc), but from unknow reason it have different penetration skill and deal different post pone damage in simulation and in server replay.

There is a leading screen that says that “analysis don’t count vehicle speed and some other crap”

So I guess that uses a different hit code

intresting …good point… thx … but that recorded cases which i collected happend when tanks moving on low speed forward or both stopped… in this cases not need the vehicle speedinfluence the mechanism… In other hand tanks which suffered the shot not take turning manuereve (when stopped or moving on low speed) and other minor movement.

Sorry late reply, but couldn’t find the tip

I’m not saying that you are wrong, I just believe that hangar damage analisys and match damage calculator are at least coded different, like 2 different programs. But IDK, just saying

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Everything is possible… Right now i collect evidences for this deviant behavior and submit an issue ticket. Thank you your ideas…tips :).

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