Volumetric is just a part of the problem with WT penetration mechanics

Bombs are a LOT smaller than the plane carrying them.

Agree to disagree.

Well, they are smaller, but they are coming right at my tank oftentimes, so I can shoot a bomb from like 80m away, and that bomb has VERY predictable trajectory.

I can hit bombs with my plane if I get the position right because, again, it’s flying along predictable trajectory and planes in GRB have it way easier with aiming than IRL.

Either way - it’s not a 1 in a million event. It’s perrfectly normal to hit a moving target in a game about hitting moving targets. If you don’t fly straight at people firing at you, other than rapid firing SPAAs that simply miss you and hit bomb instead, nobody is hitting your bomb. So it’s really just an operator error, and I mean - you don’t have to be super good to avoid this happening to you.

Meanwhile one has to be superhuman to be able to succesfully avoid volumetric blackholes.

Volumetric fights volumetric
https://youtube.com/shorts/yx7wvKCw9Ag?si=mZf59y6w0m4GNXSi

I generally agree that shells should stop taking the path of least resistance. In your original post with the kv-1 though, it’s just volumetric screwing you over, no secret inside armor. The side of the shell touches the rounded part of the kv mantlet, the thickness there is more than the shell can penetrate, and so it does not. Otherwise I think you might also be hitting the bottom or sides of the turret, since they’re pretty thick and being volumetric they extend inwards.

Thing is, the shell should penetrate either way, but the game assumes it happily plows through armor till it stops. Also after the shot the shell was clearly sticking in the flat part, which I deliberately aimed for point blank.

3d model of the rounded part is different ever so slightly from the visual model. But this is a game where every 2nd rock has a completely botched 3d model anyway.

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