T54s at 8.0

I think some changes can be done.
For example starting with Israel you can find 8 MBT all armed with 105 guns with exception of Tiran-4 (basically a T-54) this can be moved to 7.7 without HEATFS.
In Sweden you can find a very powerful lineup in 8.0 so the T-54 can follow the same steps like Israel and move to 7.7 where is more necceseray since the last BRs update only you have two 7.7 tanks and one is premioun, so this addition is very welcome.
In Russian is less neccesary because have a good 7.7 lineup and early variant with stronger armor in 7.7. But possible too.
Another possible addition is add West Germany T-54 in 7.7. For Germany of course, due the lack of a proper lineup for Germany in 7.7 since the last BRs updates.

I think that just giving the bullets their actual damage and the tanks the bullets they historically used would be enough to make a decent balance, and add new tanks to fill the gaps of the tanks that would change their Br.

The Israeli tanks could be easily separated using as a reference the wars they had. For example, the tanks of the Six Day War such as the Magach 1 and 2, the Shot and the Tiran 4 between Br 7.3 and 7.7, taking away from the Tiran 4 the APDS and HEAT-FS since their best bullet at that time would be the APCBC. The tanks of the Yom Kippur War between Br 8.0 and 8.3, all those tanks carrying the HEAT-FS and the APDS M392, on the other hand the Tiran 4S It would carry the APDS L52 (M728) since it entered service after the war and before that Israel received few quantities of L52, so in the post-war they would have more quantities of that ammunition. The tanks of the Lebanon war as they are the Magach 3 ERA(Premium), the Magach 5, Magach 6R and B, and the shot kal gimel would go with the APDS-FS M111, having a Br of around 8.7 to 9.0.
It should be noted that what I am putting requires a real change in the damage of the bullets and its consequent rebalancing of many of the tanks of all nations, expanding the Br up to 14.0 and repositioning the tanks in Br further apart depending on a mix of effectiveness in combat and date of entry into service, all of this together with the use of the bullets they carried at the time.

That’s one of the issues with ground gameplay. Tanks are too tanky.
If you tank gets penetrated it should be over 90% of the time but instead it all depends way too much on the damage inflicted to crews.

If we remove this variable of survivability and instead focus on a vehicles actual combat performance with how likely they are to hit an enemy, penetrate an enemy and resist getting shot and/or penetrated, it would allow for much more balanced and historical accurate gameplay.

122mm hits your gun barrel? Well, now your tank has no gun.
76mm APDS penetrates a turret and destroys the breech? Your tank has no operational gun.
Why should you be able to repair and keep fighting?

Or why should crews be able to switch positions inside the vehicle while on the move.
If you get penetrated, 90 of the time it would be over, unless the gunner or commander can still operate the gun to strike back.

Gun damage is greatly exergarated to fit the gameplay of WT.
On one hand a .50cal can’t kill a person in one shot but on the other hand a 37mm AP can wipe out all the crew inside a light tank with spalling.
Then again it can do almost nothing when the armor gets close to the penetration limit.

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I’m really referring more to the actual spalling of the bullets.
Apart from all this, I am practically sure that the damage model has a serious flaw, since there are many times that it does not register the damage or that a bullet that should penetrate does not penetrate. It is a flaw that has been in the game for a long time, and From experience it affects all bullets, with the APHE being the ones that suffer the least from this error. For example today I started playing with the Churchill III, and the 6pdr is in a sorry state, it does completely random damage, being able to kill only one crew member, or several, or not doing any damage by hitting the same place, apart from the fact that it has mediocre precision.

APHE deals practially the same damage all the time.
Solid shot damage depends on the armor penetration to armor resistance ratio, probably also the caliber of the shell. There’s a sweet spot for maximum amount of spalling.
Too little or too much armor greatly reduced the damage.

Yes, but what I mean is that it seems that practically all the bullets have a kind of random damage, which when penetrating the same game randomly calculates the damage it will cause, while in the APHE as they cause damage by explosion they do damage more stable. I am clear that for example if a Full AP with 100mm penetration pierces 96mm it will not have much speed left to project the spalling inside the vehicle, but in the game you can perfectly shoot with that Full AP with 100mm penetration at armor of 50mm and only kill one crew member, or even not kill anyone because the bullet broke, however with a 60mm APHE penetration when piercing 50mm it is guaranteed death 80% of the time. That is why I say that all bullets need a rebalancing and that they cause stable damage depending on their realistic factors, such as the speed at which they impact, the caliber, the excess penetration, the thickness of what they pierce, etc. For example, damage to non-penetrated armor would also be missing, since that despite stopping the projectiles, if they have been close to penetrating, there are small metal fragments of the armor that jump into the interior of the tank.