Unfortunately, this simulator is unreliable. And let me tell you a secret: if you analyze the damage from the simulation above, the mine shell will explode under the wing. The damage model is changed to black, but I don’t know if the damage actually went in
In addition to bombers, this also applies to heavily armored fighters such as the P-47 and Do-335.
Ouch, ouch, the P-47 is already quite durable (but it could be more so >:) ). Imagine improving it by adding the ‘turbosupercharger’ model. Almost no pilot death in rough emergency landings, and a real bullet sponge!
I don’t think this will ever happen. WT is a PvP game first and foremost, and having a way to automate getting player kills is an extremely bad idea. Agreed on the rest.
I did get pretty annoyed when I saw my 20mm shells go straight into the cockpit but realshatter said all the fragments should go the opposite direction of anything worth damaging.
BUT WHEN I GET HIT-
No I didn’t use protection analysis to show the Mineshell damage here. That’s a screenshot from back when Gaijin released the testing parameters for APHE.
I just used it to illustrate the amount of fragments and spread we could have if they tweaked some of the values in the realshatter code. The round you are seeing there is the APHE, but if Mineshells had the same values, that’s the outcome you’d have - except it would detonate on the aircraft fuselage instead of inside it.
Do you remember how they were before 2019? They could land a few hits — sometimes a critical hit, and if the Snail was benevolent, even a kill — and scare enemies away. The player was always required to improve the consistency of the results. Combined with the fairly robust damage model, you could destroy a base and get a kill — sometimes dying in the process, sometimes returning to the base. That was the real gameplay loop for bombers; not being sitting ducks for fighters (or fake bombers)
Imo, what we had before realshatter made more sense. I still wonder why they changed it.
What realShatter changed was add fragmentation cones, which is more realistic than the sphere we had before, but shells produce so little fragments that the damage result is completely random now.
The same shell can either kill a pilot or don’t damage him at all.
This makes guns very inconsistent at times and also lead to devs buff fragment damage to the extreme so that they would actually kill planes.
It doesn’t help that fuel tank fires are also a completely inconsistent mechanic that makes no sense.
RealShatter could stay, but if a bullet breaks into three pieces, then one of the fragments must cause more damage than a fragment from a bullet that broke into multiple pieces. Bigger = more damage right?
This. Cuz for some reason they do not feel like buffing the amount of fragments, rather the damage they do. With more fragments we would have more consistency overall which is good for the players and even for the devs, since it would mean less reports ab guns underperforming or doing 0 damage at times.
Yep, roughly 70% less than before.
Realshatter will stay, there’s no going back afaik.
I don’t think that’s the case in WT. Back when realshatter was bugged and would only generate 0-3 fragments all the time, the damage was very very low.
We had a slight improvement where it can produce around 12 fragments, however there are times that you still can have 0 cuz the countportion is still too low.
If we had a buff of around 15-20 fragments, you’d probably never face the same inconsistencies for guns again, cuz a bad hit would probably still generate around 5-7 fragments which is prolly enough to Crit a wing, even if they lowered the damage per fragment.
Always having lots of fragments or, as I proposed, having different sizes and damage may be the solutions. Bwah, I understand little, I am not the one who can decide
Yeah, always having many fragments is probably the better option for now since it doesn’t involves creating new code, doubt gaijin would go that far.
But it’s what u said, I cannot decide anything either. We can just hope that they read the reports :P
I wasn’t around in 2019. As far as I know you were quite likely to get randomly pilot sniped while flying perpendicular to it from well over 1km away, which is just broken. Their damage models also allowed them to park on enemy runways and sit there all game, that is if they chose to actually play the game that much and didn’t just AFK in space.
This may be true, but it doesn’t explain HEI rounds that hit doing little to no damage compared to every other 20mm HE shell in game.
The player can make up for the ballistics by leading, they cant change how much damage the rounds do when they land.
Yes, I was only addressing the ballistics. MG151/20 damage isn’t good now.
No, it was like that but not very much, I can confirm. A usable AI and damage model would improve fun of the people who like those beasts. Btw we should continue our discussion here The saddening situation bombers are in
20mm Mineshells still deal a lot of damage, it’s just that you have no advantage using Mineshells anymore.
Some people might have to revote on the post a error I made while editing yesterday caused it im terribly sorry
I did some flights last night in the 109’s to see how the Mine shells are performing. Used stealth belts so I was launching mainly HEI/Mine rounds at my enemies (and the local wildlife… my aim is bad).
I realise this means zilch for RB players as you fight at longer ranges but I’m not seeing any issues with the power. They feel similar to Hispano’s to me as they should in reality from what I’ve read.
The main problem is more than likely certain rounds being overpowered instead of the Mine rounds being underpowered. The Shvak’s being the main culprit unless something has changed.
All planes downed with no added wing cannons. The short burst on the P-47’s tail actually looked similar to some gun cam footage I’ve seen where you can see the tail getting torn up.