I will never face those T variants as i don’t play such high tiers. As a NON payer.
thank you for that advice, maybe it would help you too^^ “Just last knight” I did not know that knights can be choosen in WT.
Haha good pickup
Of course, and when the game wants, the bullet is stopped by the turret ring, or all the damage is stopped by the driver.
Also, it’s easy to see that it’s random when you shoot an enemy at one point and it bounces off, and the next shot, without either of them moving, you destroy them. Or also when you pierce them and kill a single crew member, the next shot you don’t damage them, and the next shot you kill all the other crew members together, all shooting at exactly the same point.
THIS! no more words needed…
Is this experience from shots fired in game or using the protection analysis in the hangar?
Personally I think players drammatically over estimate their ability to accurately observe and report on their shell impacts. I think at best most of the anecdotes are from a general impression, not an accurate or complete understanding or recount, I say this as the game now gives you more tools than ever to see your shell impacts as they happened in the battle. I’ve yet to see a comparision of someone’s hit report generated at the end of battle displayed and compared to the protection analysis.
You guys are trying to shutdown engween because he disagrees but in my opinion they sound like they just have a realistic understanding of their own abilities, and a realistic understanding of shell performance and how the systems in the game are modelled.
I can not speak for poopooo, but maybe you read one of my former posts where i wrote about using the replay and the protection analysis (thx for the correct english term). As you can see, i am quite an old guy and that has pro’s and con’s :-) One of the pro’s is, as well as my experience in analysies due to my business life, i want to KNOW, that’s why i often use the replay with 0.250 speed and look at from both sides (mine as well as the enemy) i recapitulate what the game shows in the moment of the impact, penetration IF successfull and what modules and crewmembers are affected. I prove it in the analysis, and already doing this i see lot of differences between both. Regarding the fact of weakspots and real game acuracy. As already mentioned i play only in a small band and i meet more or less always the same models, therefore you can be assured that i dont try to shutdown due to my disagre but witness this in so many occasions:-(
Edith: and seeing that several shots on several occasions at the exact same position of the same enemy model differ that much with non understandeable differencies (pen / non-pen, different outcome with pen etc.) just make me think something between the claims of Gaijin and what i face in the game ist not the same.
Of course, it happens in the game. All of these problems occur in-game, while in the protection analysis, it’s how it “should” act, which often doesn’t happen.
We’re talking about a hidden RNG, but I think there’s another possibility, and that is that the servers aren’t working properly, so the shots aren’t registered correctly. This would explain why people are complaining that the shots in the replay and then the shots in the hangar analysis don’t match up, when they should be exactly the same.
interesting viewpoint, but there is also another point to be considered. Maybe you have seen some of the pen calculations on YT like this one here.
I have heard those need a very long time to be calculated and that cannot be done within split seconds in a game like WT.
You may be right, but it seems strange to me that if it costs so much to calculate penetrations and damage, in the game it would occur so often that it would be blatant, instead it is occurring punctually, almost in all games, but not in all shots. That is why I would lean towards the issue of server desynchronization. I remember a curious situation, in which I was with the Centurion Mk3, I saw a Maus about 200 meters away and I aimed at the front of the turret, I shot, the turret turned and the bullet hit the side of the turret, when at the moment of shooting it was facing forward, with a bullet with a speed of 1433m / s, and around 200 meters away. Literally there was no time to even start moving the turret, but that happened, which suggests that there has been some server desynchronization.
Wow, the info it pulled from some random reddit rant thread says that gaijin janks shots to make people pay money.
What a surprise…
I over-pressured a T80BVM with a M1A2 by hitting its barrel with a dart. In no way should the player have died. Same time, I have bounced of a T80BVM barrel without damaging it in any way. Sometimes, just a case of the weird being the weird.
Chat GPT pulls information, in and out of context, and delivers a common response. It does not verify source or always respond from a factual or validated source. When asking ChatGPT a question it is always advised to request the source information and then validate it yourself. ChatGPT is nothing but a faster way to google.
Correct, more or less what i said in my previous post.
This right here is true. For all the people who say it’s random. It’s not random at all IT IS accurate and not random y’all just have a big skill issue and shove your frustration on gajijn because their damage model „is not accurate“
How does a conqueror’s 120mm APDS directly hitting a guy in the pelvis only… turn him red.
I’m pretty confident having a 6.1 kg steel round travelling a little under 1.5 km/h, even if slowed by armour (with pieces of armour flying around it) hitting you where your legs join your body should have this outcome:
I can’t find images of the conqueror’s shell, but most images I find of even 17 pounder APDS indicates they’re thicker than a thigh bone.
Something bigger than this hits you in the pelvis and you go on to continue operating a tank. It goes through you and utterly oblirates the engine block. But somehow you are fine enough to keep operating a tank.
Even if it shattered and is tumbling… given it obliterated the engine block, it should also obliterate the bloke in front of the engine block.
Im not a ground main for u to know.
What even is your problem there are 2 facts
1 you have the biggest skill issue
2 the damage model is accurate if you disagree write a bug report about the damage model being not accurate let’s see if the devs will listen
Explain what I did wrong in my above linked video. Why did a 120 mm APDS whose projectile mass is 6.1 kg (and it’s much smaller 77/76mm cousin alone is thick as a thigh bone) going through a guy’s pelvis only turn him red?
It’s a direct hit. The shell had more than enough energy to keep travelling and utterly destroy the tank’s engine block which is far more durable than a squishy meatbag with some calcium support structure.
I wasn’t talking to u