And I want my apfsds to penetrate every tank at every spot and kill tanks behind hills after going through the ground even thought it isn’t realistic. Even if it’s not realistic surely it would be better for the game that way :)))))
Jokes aside,
There are already some aphe shells that kill entire crews with overpressure anyway, you’ll live if it’s nerfed to a realistic standard.
Explain how having two rounds be nearly identical, vesus two rounds that both have good upsides and downsides, and reasons to choose them, is better balanced.
Your “balanced” rounds one shot tanks constantly and consistently. As someone who plays nations that use aphe on a lot of the tanks I’ve played, I see it as totally unfair against solid shot/apds/heat users.
The rounds are unrealistic, and flat out unfair in many cases/scenarios. God for you have to shoot a tank more than once to kill it.
This is also a great example of why variable BRs based on equipped ordnance would be good, in this case shell types.
Sigh please no. While I understand why this may seem to make sense, I like to adjust my ammuntion load based on whether its an uptier/downtier. (Ex. In a downtier with the EH I will take ~90% APHE, uptier I will take about ~50/40/10 APHE/APBC/Smoke
Okay. And with the fake round mechanics, lets remove the death by crew loss and have HP bars. Would be more balanced as it would allow people to survive a single mistake and give heavies the ability to take multiple shots.
Honestly, that is a fair take. I like APHE’s current nature, especially with 250g+ numbers.
However, I do think that it being clearly different to solid AP is important, and I want variety. I aint claiming that I don’t have bias, (I most certainly do, APHE is absurdly fun), but I am trying to keep it balanced.
99.9% of solid ammo problems would be fixed if Gaijin modeled spall ricochet. Hot metal deleting itself against the side of the tank doesn’t make any sense.