More specifically it’s the sphere of doom combined with standardized fuse activation thresholds and fuse detonation delays.
Most of the APHE ammo in game will not even activate the fuse in time for an explosion inside the cupola. Lots of cupolas are also so poorly armored that the APHE will sail right through one side and out the other.
It turns out that tumors on top of the tank are deleted for reasons such as “it makes the tank too bloody tall so we can’t hide it very well” and not reasons like “well if somebody brought out a museum piece and hit that tumor, it would be pretty bad”.
It is not giving the Full AP unrealistic damage to balance it with the APHE, the correct thing is to give real damage to all the bullets, the APHE have to do cone damage, and that depends on the explosive charge and interior space of the bullet make a larger or smaller cone of fragments, then the Full AP a cone a little smaller than that of their APHE equivalents, then both bullets would also have more or less cone depending on the velocity that remains on the bullet after penetrate. It’s simply using reality, it’s that easy, then if you have to change the Br to a tank, then it’s done and that’s it, nothing happens if the M10 Achilles increases the Br from 3.3 to 4.0.
It would certainly be more realistic that way, but would it be more fun? I doubt it myself. The high lethality of APHE actually benefits both parties, in my opinion. Obviously, the shooter enjoys the ability for consistent oneshots without requiring pinpoint accuracy. But I’d also argue it’s better for the victim to be killed instantly, rather than disabled and forced to sit around waiting for death.
I’ve been playing a lot of the S tanks recently (Strv 103s). That tank experiences that situation a lot. Many tanks have the ability to take out your transmission and engine from the front, leaving you utterly helpless. You’re just forced to sit there, hoping against hope that the enemy somehow fumbles their advantage and doesn’t kill you. If you finally do survive, all it takes is one more shot and you get to experience that all over again. Even if they can’t kill you, you spend half the game immobile, just waiting for your repair timer to tick down. It’s infuriating.
The same experience would be much more commonplace at low tiers if APHE were nerfed. Where a shot cripples your ability to fight back but doesn’t finish you off, leaving them to do nothing but sit there waiting for them to reload, or pathetically crawl away hoping he somehow loses track of you. Personally, I’d enjoy it more if the first shot just finishes me off, and I can respawn and get back in the game.
Plus, the current state of APHE makes the lower tiers quite easy to learn, and satisfying to play. I can’t help but think this game would have much fewer players stick with it if they have to deal with solid shot lite performance.
It must be taken into account that the error in the issue of the damage model is much larger than what can be seen at first glance. The developers initially based the game using the damage of the APHE, since the first two tech trees They used almost exclusively that type of bullets, from there they designed the keys to when a tank would be destroyed, due to crew death, explosion of ammunition or fuel tank, or fire, the problem is that after that they began to put tech trees that they used mainly Full AP, so they failed to destroy due to crew death, and if people removed bullets from the tank they also failed due to death due to ammunition detonation, leaving the Full AP well below the APHE. What the devs should do have done is to give the modules a limited life, for example the case you mentioned of the STRV 103, if they hit your transmission three times in a row without having repaired it, it should cause you to lose the vehicle even if you had the crew alive, since it is absurd that they are shooting continuously in a module and that it can be repaired, it is like when you find an enemy whose only engine is visible, and you perfectly shoot him 20 shots without killing him, when in reality he would be destroyed in the first shot, but Since this is a game, it would be correct to give it at least three or four times before being a tank destroyed. I think that implementing that, added to the complete change of the damage model to make them more realistic, would improve the game a lot, apart from balancing the issue of ammunition .
I have hit the cupola hundreds of times and done nothing or little damage only on occasion do I get a kill from it.I often hide the cupola with junk given to me for free such as jerry cans or in my case bushes that I bought.
german main here with nearly full ground and full air tech tree researched and purchased.
my guy its not an exploit. sure it attracts attention but it aint their fault. learn to use cover on the cupola side.
its a skill issue. one that i have grown out of. you can too
It Should do NO damage, in 99% of cases, and then only kill the commander/gunner that has their head actually In the cupola, which is only a handful of tanks. However Currently if you are shot there, you Consistently take significant damage, and lose crew members, and you even quite frequently get ONE shot killed… Sure APHE, and HE are the MAIN offenders, but it happens with ALL rounds, including solid shot, you can even watch the replay and see how absurd it is… it hits the cupola then does some Magic Bullet BS…
Which is absurd, unacceptable, and an Exploit.
make full use of and derive benefit from,
use to good advantage to treat something unfairly in order to make money or get an advantage : <-== definition for all you incompetents.
You are still confusing bad HE blast implementation with other victims of that implementation. Its no exploit by any definition when HE blast is wrongly implemented.
If HE blast is correctly implemented that amount of damage on cupola hit would not happen. So that is not exploit but bad game mechanic.
Cupola was and is weakspot on many vehicles thats why many vehicles redesigned them to be less of a weakspot.
It should at minimum kill the commander.
IRL it would also cause at least concussion to other crew members.
By your own argument, turret ring shots of Abrams is also an exploit.
I UNDERSTAND… However, i like the way APHE, HE functions in the game, however cupola shots are Much too rewarding and therefore Exploitable.
Again. Cupola shots should by in large simply deflect off the tank, and do little to NO damage. , and then in some Rare/good shot/lucky instances it should kill the commander/gunner that has their head clear up in there, and do Little to No damage to the tank.