Spring:1944 dev and testing
Moderator: Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
whats the point of texturing, modeing and animating the tanks to the max then leaving the end of the barrel untextured 
It still annoys me how 2-3 scout tanks can kill panthers. i had an idea of using armour tags to represent penetration;
like (mm thickness of armour)
0-20
21-40
41-60
61-80
81-100
101-120
121-140
etc
so for example, a scout car can penetrate upto 60mm, then it would do full damage upto 40-60, half damage for 61-80 and quarter damage on any thicker armours. this would stop swarming of scout cars against large tanks, and also allow scout cars etc to be cheaper so early game there are more vehicles about; they just have to hide from lategame vehicles.
just an idea mind

It still annoys me how 2-3 scout tanks can kill panthers. i had an idea of using armour tags to represent penetration;
like (mm thickness of armour)
0-20
21-40
41-60
61-80
81-100
101-120
121-140
etc
so for example, a scout car can penetrate upto 60mm, then it would do full damage upto 40-60, half damage for 61-80 and quarter damage on any thicker armours. this would stop swarming of scout cars against large tanks, and also allow scout cars etc to be cheaper so early game there are more vehicles about; they just have to hide from lategame vehicles.
just an idea mind

- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
hmm.. been going through my WW2 movie/documentary archive (ostensibly looking at armored vehicle designs) when a thought occured to me. perhaps friendly armor ought to give a boost to the rate at which infantry come out of their pinned state as well as a boost to the amount of fear they can take before coming pinned
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Friendly-Armour suppression shields were added a while back.Pressure Line wrote:hmm.. been going through my WW2 movie/documentary archive (ostensibly looking at armored vehicle designs) when a thought occured to me. perhaps friendly armor ought to give a boost to the rate at which infantry come out of their pinned state as well as a boost to the amount of fear they can take before coming pinned

- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks

Which is why infantry support is vital.1v0ry_k1ng wrote:you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Tank balance is still a little bit whack. Soviet T-60 (lightest tank in the game and generally a piece of shit IRL) takes a Panther to ~30% health with one hit to the front. Not good.FLOZi wrote:Which is why infantry support is vital.1v0ry_k1ng wrote:you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks
Completely pointless statement without some quantifier of range. Also directional damage isn't implemented currently. Also the T-60 has a good burst which ultimately makes it more effectiveFelix the Cat wrote:Tank balance is still a little bit whack. Soviet T-60 (lightest tank in the game and generally a piece of shit IRL) takes a Panther to ~30% health with one hit to the front. Not good.FLOZi wrote:Which is why infantry support is vital.1v0ry_k1ng wrote:you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Range = approx 1/2 the range of the T-60's cannon.FLOZi wrote:Completely pointless statement without some quantifier of range. Also directional damage isn't implemented currently. Also the T-60 has a good burst which ultimately makes it more effectiveFelix the Cat wrote:Tank balance is still a little bit whack. Soviet T-60 (lightest tank in the game and generally a piece of shit IRL) takes a Panther to ~30% health with one hit to the front. Not good.FLOZi wrote: Which is why infantry support is vital.
T-60 shouldn't be more effective than the Panther against armor in a sanitized simulation, ever. T-60 shouldn't nearly kill a Panther in one shot, ever. (If it did then the Soviets would have won a lot sooner, spaem T60 lolol etc.)
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
I know you dont like using armour tags but i think realistic armour is going to be impossible otherwise. the current system dosnt really work so well; Ive been playing about with the armour lots, doing from 1v1 to 5v5s spawning armour at set distances with LOS, for example 5 t34 against 5 m4a4 at 1200 distance with LOS and it just dosnt feel right, especially at close range where any tank can instagib any other tank in 1-2 shots regardless of armour and weapons. a heavy tank dosnt "feel" heavy, it just feels like a tank with slightly more health and will still die to a few t60s.idea of using armour tags to represent penetration;
like (mm thickness of armour)
0-20
21-40
41-60
61-80
81-100
101-120
121-140
etc
so for example, if a scout car can penetrate upto 60mm, then it would do full damage upto 40-60, half damage for 61-80 and quarter damage on any thicker armours.
realism is one thing, but tanks that take ages to build then die in one shot to another tank regardless of make and side feels poor.
just ideas..
T-60s killing Panthers isn't realism either. There were cases of T-70s ambushing and killing Panthers (whose side armor can be penetrated by 45mm rounds), but a T-60 with it's 20mm autocannon cannot kill a Panther no matter what. It should only be effective against unarmored and lightly armored things.