Wait, why does this need to have 260 Replies…cupola shots happen in real life. Just use a decoration or bush to hide your cupola.
I use bushes to become one with the bushes:
Spoiler
Wait, why does this need to have 260 Replies…cupola shots happen in real life. Just use a decoration or bush to hide your cupola.
I use bushes to become one with the bushes:
Someone get a mod to lock this down now.
Absolutely accurate with in game protection analysis using the Panther G, and the 88mm of the Jagdpanther. The round goes into the cupola, impacts the rear surface of the cupola and detonates into the crew compartment.
Yes please. I thought this thread was dead and buried when OP got a forum suspension
It will be up to player vote, so it is not guaranteed to happen.
People advocating for a nerf to APHE do seem more numerous, but a lot of that can be simply attributed to them being more vocal. People that like APHE as is do not have anything to complain about, therefore they don’t complain about it, and don’t talk about it nearly as much.
The IS-2’s APHE is so powerful that it is modeled to deal overpressure damage. Changing the shrapnel generation wouldn’t change much as the 122 mm rounds would still one shot. The same thing applies to the Italian tank destroyers, those with 75 mm and 105 mm cannons.
Also those tanks aren’t overtiered, precisely because APHE is so powerful. If APHE got reworked and they stayed at the same BR, then they would be likely overtiered (although I disagree with stuff such as the Super Pershing).
It’s TNT equivalent that matters, not the explosive filler itself (Edit: and keep in mind this is only for APHE rounds).
That said, all the rounds you mentioned have over 170 grams of TNTe, and they all overpressure.
The wiki doesn’t mention it, but there is this developper response, kindly provided by TrickZZter.
Additionally, datamines confirm that those rounds get overpressure.
If you want to test it out for yourself you can use protection analysis. If the crew is dead before any shrapnel hits them, that indicates overpressure.
I’ve voiced this opinion before, but I don’t want APHE nerfed, even if it would be historical. Having played many tanks at WW2 tier with only solid shot or similarly low damage projectiles, the last thing I want in more of that. And it’s lose/lose in my opinion too, because as much as it’s not great having to play whackamole with enemy crewmembers, it’s not much better to be sitting somewhere, disabled, but forced to wait while your opponent slowly finishes you off, with no ability to defend yourself or having any hope of survival. It’s far preferable to just be finished off in one shot so I can get into my next tank quicker and move on.
And, despite being unhistorical, it also results in a more historical game, funnily enough. Tank crews generally don’t remain inside their tanks after they take a hit, especially if said hit liquifies one or more of their number or causes critical damage. So, by making APHE more powerful than it is in real life, we get more onshot kills, which is more in keeping with real life.
Ultimately, if anything, I want solid shot to be ahistorically buffed up to a similar level of overperformance as APHE. That way we aren’t kneecaping nations that made the conscious decision to drop APHE for the faults that aren’t implemented in game, and go for solid shot instead, which has none of it’s relative advantages depicted in game.
Same.
I’d rather have a buff to solid shot rather than messing with APHE which could cause balance issues and general annoyance.
Why the heck is this in RB section and not Machinery/Ground?
Without the cupola will the crew not then be exposed to HE on the roof?
Cause they were complaining about it in the context of ground RB.
Though this aspect I would say covers the vehicle (same in both modes but not pen marker or speed/manoeuvrability) not the mode.
I blocked him a long time back so it hidden to me.
Counterpoint, APHE allows usage of weakspots that reward tank knowledge and allow tanks to be placed at BRs where their arrmor can work without it being an overwhelming, uncounterable advantage.
Tanks without said weakspots to exploit end up with the worst balancing issues. Tanks like the IS-3/4M and the T32E1 end up at super inflated BRs where their armor cannot work consistently due to APDS/HEAT, but at the same time cannot be lowered as their armor is near 100% resistant to everything but those rounds. I don’t want more armored tanks to be put into that catch 22.
Sure, playing around a weakspot can be annoying, doubly so if it’s impossible to get a shot without exposing it, but at the same time there are steps you can take to mitigate it. Staying moving and at distance makes the shot much harder for the average player, as well as baiting shots off an angled hull, or simply getting the drop on players.
Armor isn’t supposed to make you 100% immune to incoming fire, its role is to slow down the time it takes for an enemy to take a shot that will hurt you, giving you more time to hit them first.
All this talk about nerfing APHE, Japan relies only this these rounds. Nerfing them will just make Japan suffer even more…
Nuh uh, get Tiger I (late) then.
The Chi-To’s have better range however are over-tiered since they slowly fighting vehicles that they are having trouble penetrating.
The Panzer IVs shouldn’t go up, this was done in the past and it went as expected ->Boom now an abandoned husk.
Oh hold one, Why are you comparing a 76mm to a 75mm?
2: They’re not Glass Cannons as you think they are. For the Japanese, this was a myth people used due to Japanese tanks having little armor but don’t take into consideration that these tanks are not meant to engage from tight quarters either infantry support, light anti-everything capabilities, or solely engage from range which is what the Type-4’s and Type-5’s would have primarily focused on.
Another thing the less armor was because they needed to make them light enough to not bog down in the soils of the Pacific which is incredibly soft. If you have a tank bogging down then there are 3 things. 1 abandoned, 2 captured, and 3 left that tank unit stuck there till it’s pulled out extending an operations time when it shouldn’t have which can determine if a battle is won or not.
One more thing, short 75 mm ->stuby ones cannot engage tanks effectively at range and the longer ones can however the slightly longer German 75mm is comparable to the Chi-Nu’s gun, not the Chi-To’s gun.
Which has a significantly longer range and is closer in velocity to that of the Panther Gun which in reality and somewhat in the game is comparable to.
The cannon on the normal Chi-Nu is definitely inferior to the German KwK40, both L/43 and L/48. If you’re talking about the Chi-Nu II, then it’s cannon is identical to the Chi-To’s.
Nope. I’m referring to the Chi-Nu, not the Chi-Nu II. I’m also aware the Chi-Nu’s gun is, however it is still comparable.