Hello everyone i would like to present to you a sort of rebalance to the actual state of the turret baskets and how are they represented.
First of all, why do I think the current state of turret baskets is not balanced?
Well anyone who has played tanks like the Leo/Strv or the Abrams in the current state of the game knows that any penetrating shot usually results in the turret basket being disabled, plus some mobility component like the engine, transmission, or tracks. This wouldn’t be a problem if it rewarded having good aim and knowing the tank’s components and their locations. But right now, it’s the opposite: shooting near the crew compartment completely destroys the chances of the tank that was hit to fight back, even after a poorly placed shot.
In other tanks, a bad shot might only kill one crew member/autoloader or disable mobility, but it still gives the attacked tank a chance to fight back due to the poor shot placement.
In the case of the Leo/Strv and the Abrams, it just neutralizes any chance to fight back but in the case of the t-90M and the t-80BVM a shot placed in a similar way it disables the autoloader and the engine but it still gives the tank that was shot a change to fight back
now do i want the t-80 and t-90 do be disable in the same way that the other tanks were to a bad shot placement
NO
because a shot like this should not disable any tank in the game it is frustrating to be completely crippled by a shot like this
what i want is a change to the way that turret baskets affects the tank ability to fight back in a way that it is fair to the tank that shot first and to the tank was shot
here comes my suggestion to make the turret basket more fair
first of all a dynamic damage model to the turret basket like it is in things like the engine/transmission but why would something like this make the turret basket more balanced well the way i think of doing this is something like this
if the turret basked is at a yellow damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 20%
if the turret basked is at a orange damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 40%
if the turret basked is at a red damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 60%
if the turret basked is at a black damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 80%
(or a similar speed to the one when you run out of battery in the tank)
*edit= the turret basket could have the health increased to avoid getting penalized by 30mm rounds as much as a full sabot round
(the vertical stabilizer and vertical guidance speed could also be affected in order to balance this change or if it is not possible to just disable the horizontal guidance)
This could represent the turret basket colliding with the internals of the tank as if it was deformed due to the damage done by the projectile to the turret basket, making the horizontal aiming drive struggle to rotate
the way i intend this change to be is that the one that shots first still gets a advantage for the fast reaction, but the one that gets shot still gets a chance to defend himself, but not to attack/push the enemy as it dosen’t have the horizontal stabilizer and the total horizontal guidance speed witch it prevents the chance of fighting back, in case of a side shot as the tank would not have the guidance speed or the stabilizer to be able to target the attacking tank it still rewards the tank that managed to get the side shot
but why this would be better than the current state of the turret basket
well for the side of the one that is shot now you have a change to survive and fight for your life while not getting frustrated like in the current state where you can’t do anything
and for the side that shots first you still have the advantage of fighting a tank without a horizontal stabilizer and a significant reduction of the horizontal targeting speed making the flanking still rewarding in this case
and you will still be able to completly stop the horizontal guidance by making the horizontal aiming drive black as it would be a separated component to the turret basket
- Yes
- Yes with less debuffs to the turret baskets
- Yes with more debuffs to the turret baskets
- No
now if a change like this comes to the game maybe it would make the tanks affected too strong, so in order to keep balance it could be added a emergency mechanism reload to the tanks with autoloader, the same way it happens when the engine is off and without battery in a tank with a autoloader where the reload speed is incremented almost in a x2 in orden to defend themselves
- Yes
- No







