No, Volumetric is when an object in a game is counted as a volume instead of a flat sheet, line or a pixel point. You can have armor that is just surface sheets with a number attached that is the thickness the shell calculate against for penetration.
Armor in WT has to my understanding always been volumetric. The issue previously was that shells weren’t, but now they are. The issue previously was that the pixel could find gaps in the volume armor and thus count it as zero when going through, the issue now is the opposite where a shell can hit two intersecting or overlapping volumes and count both their thicknesses instead of just one of them.
So there are still issues that has to do with volumetric calculations but they are different from what they were previously (Previously: penetration where it shouldn’t. Now: no penetration where it should), players want those issues looked at and fixed if that is possible (might not be due to complexity and engine limitations, i don’t know).
Pixel shots could exploit gaps [Conqueror’s turret bottom and roof top], and that was the issue fixed.
Which was THE issue to fix.
Obviously, it didn’t fix over-lapping plates because that’s another can of worms.
And we notice overlapping plates more now because we as a playerbase stopped shooting pixel shots and started shooting more around the armor array; and with time we just notice the bad shots more and more.
When’s the last time you intentionally aimed for a Tiger 1’s driver’s port?
The last time I did was pre-volumetric, because pixel shots would lol-pen it.
I’m not disputing this, adding volume to shells was in my opinion the correct way forward. It just created a new issue with it that people now are complaining about. This new issue is the result of volumetric calculations gone wrong, that is why everyone is calling it that. How that issue is then fixed i don’t know and personally have no solutions for.
My main point with commenting here is that your initial statement of:
Is incorrect. Especially the last sentence, but in general; everything.