im pretty sure most of the complaints in this topic are about volumetric shells, not about volumetric armour
From my experience, dont ask for anything quality of life related to Gaijin. They very rarely do it and the odd time they actually do it, it is implemented horrifically. Take the free vehicles for example. Good idea, terrible implementation. Similar to when they make map changes, the new routes are always 10x worse than the old, and when they improve maps visually they just dont optimise them at all.
Personally, what exacerbates the problem is the servers itself. With things like this, its most likely affected by ping, with alot of the things especially being client side. With no servers for those outside of EU/NA, it just makes the problem worse imo with it trying to compensate for the massive ping difference. Take EU servers for example, the majority of the chinese playerbase seem to have made it their home and when i get some inconsistent armour pen, sound, things that shouldnt happen etc, its 90%+ of the time an individual who has high ping.
The fundamental problem with bullets and volumetric armor is that the developers didnβt account for bullet deflection upon penetration, since in the real world bullets deflect towards the area of ββleast resistance within the armor. The same occurs with ricochets; for example, there are countless ricochets on the sides of Panthers, Tigers, or T-34s, where, upon hitting where the side armor meets the armor above the tracks, the bullets simply disappear (even bullets with 300mm penetration), whereas in reality the bullet would deflect, penetrating the armor above the tracks.
I agree. Add a more realistic simulation of penetration would basically remove this issue.
The issue they are talking about existed well before volumetric armor and even volumetric shells. It is just more common now since the round is larger than a single pixel.