1% DAMAGE MINIMUM PER SHOT
Started by
bikebudha1
, Feb 19 2012 - 22:36
42 replies to this topic
#21 Posted Feb 21 2012 - 22:12
Let weapons that have enough pen to go through the armor they hit do 10% of their rated damage on a hit. This way even bounces still do a few points of damage, you're still awarded for those high-angle shots which now bounce off harmlessly, it's not overpowered since you'll only be doing 40 pts of damage to a 2000 hp target if your T34 misses a shot, and you won't have loltraktors with spamcannons owning mice left and right.
#22 Posted Feb 21 2012 - 22:30
DRINK!
mmmm, if you can't pen the damn tank try to help your team spotting the enemy bastard or at least track him, there always a option
and no, bad idea
- with this, getting a heavy tank will be practicaly usless, for example a swarm of low Tier 1 to 3 tanks can hurt a maus...
(i know its impossible for the mm its just a idea)
- also this isnt a simulator so "in real life" comments aren't valid
its kinda the same with the critical hits with 0 damage
mmmm, if you can't pen the damn tank try to help your team spotting the enemy bastard or at least track him, there always a option
and no, bad idea
- with this, getting a heavy tank will be practicaly usless, for example a swarm of low Tier 1 to 3 tanks can hurt a maus...
- also this isnt a simulator so "in real life" comments aren't valid
its kinda the same with the critical hits with 0 damage
#23 Posted Feb 22 2012 - 05:24
bikebudha1, on Feb 19 2012 - 22:36, said:
Also, as someone touched on, maybe each shot should at least diminish the armor. For example, if you have 200mm armor, every hit takes off 5mm or something.
This. The idea of armor diminishing from successful bounces/impacts that deal zero damage really appeals to me. It would make looking at impact decals on the tanks hull and placing your shots on/near them. Although it might really bog down the games resources to have that level of detail in armor layers being shaved. Still, sounds nifty.
#24 Posted Feb 22 2012 - 06:45
hiipanda, on Feb 19 2012 - 22:46, said:
Taking a french d1 with the 13.2mm hotchkiss becomes the best tank killer in the game with a fire rate of 658 rpm. This tank is capable of killing six tanks in a minute irregardless of how much health the enemy tanks have in total.
I would rather take the T2 LT. Sure, half the ROF, but ridiculous speed. You can sit there putt-putting along at 28kph as that Maus zeroes in on you; I'll be screaming around the map like my arse is on fire, dodging shells
#25 Posted Feb 22 2012 - 06:59
I was reading a forum post earlier, it said that an MS-1 received 1k exp for doing 1% damage on a maus, so if it would be 1% minimum, then the MS-1 would recieve 100k exp... BUT THIS IS ALL ACCORDING TO WHAT I READ SO PLEASE DON'T PENALIZE ME FOR THAT
#26 Posted Feb 22 2012 - 20:35
I do t think 1% is right...I think maybe like 5 hit points minimum because if it's 1% a shot then a FT17 shooting over 550 shots a minute could kill a maus if it's got good enough cover
#27 Posted Feb 22 2012 - 22:55
Train_Fan, on Feb 21 2012 - 20:27, said:
i hate you. now i'm stuck trying to find the light switch. http://forum.worldof...ile_sceptic.gif
#28 Posted Feb 22 2012 - 23:27
I only agree to this if the shockwave from firing a tier 8+ gun automatically does 10% damage to every tank 3 tiers below you within a 50 m radius...
#29 Posted Feb 23 2012 - 08:39
Im not sure Im ok witth this. I get that every hit weakens the hull, but I dont agree it has to be 1%, Im okm with it being less or nothing.
Frankly, I dont like the idea of a 20mm wrecking a T95 just because the T1 light hit it while at 1% hull.
I cant imagine even 100 20mm rounds destroying a Maus just because you want to be able see some token 1% of damage delivered everytime you hit a target...that could actually result a round taking more actual damage than the round is rated for.
Frankly, I dont like the idea of a 20mm wrecking a T95 just because the T1 light hit it while at 1% hull.
I cant imagine even 100 20mm rounds destroying a Maus just because you want to be able see some token 1% of damage delivered everytime you hit a target...that could actually result a round taking more actual damage than the round is rated for.
#30 Posted Feb 23 2012 - 08:49
A platoon of 3 D1s will melt any tank in just over 3 seconds if each shot does 1%..... What's the point of a maus existing?
#31 Posted Mar 05 2012 - 02:45
sxegregor, on Feb 22 2012 - 20:35, said:
I do t think 1% is right...I think maybe like 5 hit points minimum because if it's 1% a shot then a FT17 shooting over 550 shots a minute could kill a maus if it's got good enough cover
1% is less than 5 hit points on low tier tanks.
A tier one tank with 105 hit points losing 5 hp per hit is losing over 4% per hit. It really has to be 1 HP per hit minimum or less or you'll be able to take out tanks too easily.
I'm OK with a change because I've seen 5 low tier tanks circle a single french tank (can't remember now if it was a D1 or B1) and that tanked rolled away at 99% HP after killing all 5 tanks even though each tank hit him at least 5 times and in some cases more than 10 times from short ranges.
Is it realistic for any tank to be basically undamaged after being swarmed by low tier tanks from both sides and rear?
As to the Maus it's 2800 HP stock so 1 HP per hit minimum damage is something like .000357%, 1% of 2800 is 28 HP, I'm saying it should be 1/28th of one percent compared to a maus and equal to just under 1% on a tier one tank like the T1 Cunningham (1% in that case is 1.05 HP). As in don't make it a fixed percentage, make it a fixed number of HP and it has to be less than the weakest shell in the game.
The Renault FT has a shell that does 8HP, I'm saying if the minimum damage is more than 0 it has to be less than 8 HP and should be more like 1 HP.
#32 Posted Mar 05 2012 - 19:29
DHanson865, on Mar 05 2012 - 02:45, said:
1% is less than 5 hit points on low tier tanks.
A tier one tank with 105 hit points losing 5 hp per hit is losing over 4% per hit. It really has to be 1 HP per hit minimum or less or you'll be able to take out tanks too easily.
As to the Maus it's 2800 HP so 1 HP per hit minimum damage is something like .000357%, 1% of 2800 is 28 HP, I'm saying it should be 1/28th of one percent compared to a maus and equal to just under 1% on a tier one tank like the T1 Cunningham (1% in that case is 1.05 HP). As in don't make it a fixed percentage, make it a fixed number of HP and it has to be less than the weakest shell in the game.
The Renault FT has a shell that does 8HP, I'm saying if the minimum damage is more than 0 it has to be less than 8 HP and should be more like 1 HP.
A tier one tank with 105 hit points losing 5 hp per hit is losing over 4% per hit. It really has to be 1 HP per hit minimum or less or you'll be able to take out tanks too easily.
As to the Maus it's 2800 HP so 1 HP per hit minimum damage is something like .000357%, 1% of 2800 is 28 HP, I'm saying it should be 1/28th of one percent compared to a maus and equal to just under 1% on a tier one tank like the T1 Cunningham (1% in that case is 1.05 HP). As in don't make it a fixed percentage, make it a fixed number of HP and it has to be less than the weakest shell in the game.
The Renault FT has a shell that does 8HP, I'm saying if the minimum damage is more than 0 it has to be less than 8 HP and should be more like 1 HP.
On the topic of how HP scale vs how weapons scale, the Renault FT has 105 HP stock and it's weakest ammo averages 8 HP damage for a ratio near 13 to 1. The aus has 2800 HP and it's lowest damage ammo does 368 minimum and 490 average for a ratio of almost 6 to 1.
Choices as I see it are:
1. leave a ricochet/just dinged him shot at 0 damage
2. change those shots to do 1 HP fixed
3. change those shots to do AVG Damage / 100 rounded up to the next HP.
Option 3 ends up being 1HP from the weakest ammo in the game and 5 HP from a Maus.
I don't think option 2 or 3 would break the game but it would make weaker tanks more fun to play as you could at least know you did something other than just bounce two shots and die in those worst case scenarios.
#33 Posted Mar 05 2012 - 19:38
DHanson865, on Mar 05 2012 - 19:29, said:
3. change those shots to do AVG Damage / 100 rounded up to the next HP.
Option 3 ends up being 1HP from the weakest ammo in the game and 5 HP from a Maus.
I don't think option 2 or 3 would break the game but it would make weaker tanks more fun to play as you could at least know you did something other than just bounce two shots and die in those worst case scenarios.
Option 3 ends up being 1HP from the weakest ammo in the game and 5 HP from a Maus.
I don't think option 2 or 3 would break the game but it would make weaker tanks more fun to play as you could at least know you did something other than just bounce two shots and die in those worst case scenarios.
#34 Posted Mar 22 2012 - 23:58
So a gun that hit 10damage maximum doing 1% damage on a tier 10 would make it do 20-100 damage depending on what 1% of the total health is for the tier 10. No logic makes no sense. Bad idea
#35 Posted Mar 23 2012 - 00:45
bikebudha1, on Feb 19 2012 - 22:36, said:
I would like to propose that any shot that hits another tank does 1% damage minimum. Two lines of thought. First, in real life, even a glancing shot will dent/weaken the armor so a 1% hit is more real. Second, in regards to gameplay, this is a game, if I shoot something I should do some damage. 1% seems a very fair minimum. I think this would go a very long way towards making the game more enjoyable accross a broader spectrum of tiers. Even if you were in a tiny tanks shooting a bigger tank, getting five shots on him would take him down 5%. Can be the difference...
update: Umm... what's with the -1's?? Pretty simple suggestion, not an earthshaker for sure..
Also, as someone touched on, maybe each shot should at least diminish the armor. For example, if you have 200mm armor, every hit takes off 5mm or something. As for guns that shoot tons of rounds per minute, the 1% would only happen if the whole clip hit the tank, not 1% for each round. And I'm all for the tracktor getting 1%, it's not going to get off more than 1 shot anyway..
update: Umm... what's with the -1's?? Pretty simple suggestion, not an earthshaker for sure..
Also, as someone touched on, maybe each shot should at least diminish the armor. For example, if you have 200mm armor, every hit takes off 5mm or something. As for guns that shoot tons of rounds per minute, the 1% would only happen if the whole clip hit the tank, not 1% for each round. And I'm all for the tracktor getting 1%, it's not going to get off more than 1 shot anyway..
I do agree that any penetrating hit should do some damage.
However you should still be able to "bounce" a shot and take no damage.
A good middle ground would be to have three sets of health on the tank. Hull, modules and, armor would suffice. Use the penetration system with armor and deflecting the hit. If the armor fails to stop the round, the armor takes damage as well as whatever else the shell or explosion hits. Under this model if the round fails to penetrate the armor and does not bounce, the armor would still take a small portion of the hit.
This way your Maus is still a beast and can bounce hits on its armor but, after a dozen 105mm HE rounds the plating isn't going to be the same.
edit: It seems as if the armor deminishing idea is not just my own. I think it would be easier to make each portion of the tank's armor have a set amount of HP and after it passes ~75% / 50% durability it would suffer a penalty to its MM thickness or something similar.
#37 Posted Mar 23 2012 - 01:21
I think the Loltraktor shot shouldn't do anything to a Maus. It's like tickliing a brick wall.
#38 Posted Mar 23 2012 - 03:03
bikebudha1, on Feb 19 2012 - 22:36, said:
I would like to propose that any shot that hits another tank does 1% damage minimum. Two lines of thought. First, in real life, even a glancing shot will dent/weaken the armor so a 1% hit is more real. Second, in regards to gameplay, this is a game, if I shoot something I should do some damage. 1% seems a very fair minimum. I think this would go a very long way towards making the game more enjoyable accross a broader spectrum of tiers. Even if you were in a tiny tanks shooting a bigger tank, getting five shots on him would take him down 5%. Can be the difference...
update: Umm... what's with the -1's?? Pretty simple suggestion, not an earthshaker for sure..
Also, as someone touched on, maybe each shot should at least diminish the armor. For example, if you have 200mm armor, every hit takes off 5mm or something. As for guns that shoot tons of rounds per minute, the 1% would only happen if the whole clip hit the tank, not 1% for each round. And I'm all for the tracktor getting 1%, it's not going to get off more than 1 shot anyway..
update: Umm... what's with the -1's?? Pretty simple suggestion, not an earthshaker for sure..
Also, as someone touched on, maybe each shot should at least diminish the armor. For example, if you have 200mm armor, every hit takes off 5mm or something. As for guns that shoot tons of rounds per minute, the 1% would only happen if the whole clip hit the tank, not 1% for each round. And I'm all for the tracktor getting 1%, it's not going to get off more than 1 shot anyway..
#39 Posted Mar 23 2012 - 04:34
Yeah that wouldn't may autocannons over powered or anything... did you think this through?
#40 Posted Mar 25 2012 - 17:16
Khelen, on Mar 22 2012 - 23:58, said:
So a gun that hit 10damage maximum doing 1% damage on a tier 10 would make it do 20-100 damage depending on what 1% of the total health is for the tier 10. No logic makes no sense. Bad idea
this suggestion seems like it would work for non-damaging critical hits.
DHanson865, on Mar 05 2012 - 19:29, said:
3. change those shots to do AVG Damage / 100 rounded up to the next HP.
Option 3 ends up being 1HP from the weakest ammo in the game and 5 HP from a Maus.
Option 3 ends up being 1HP from the weakest ammo in the game and 5 HP from a Maus.








