Hit Ratios for (direct firing) AP shells + Ammo Consumption
Posted: Fri Mar 24, 2023 7:58 pm
Since in an Attack a Ground Element seems to be always engaging an enemy Ground Element with all of it's Ammo Use at once, I am struggling with the realism of hit ratios/hits for effect for direct firing AP-shells (PaK/Tank).
See this Thread for more information, I am not going to copy all I pointed out there again.
I tested freight consumtion/hit ratios and so on in Tank vs Tank.
Historically:
In Tank vs Tank combat there were multiple analysis/studies made on how effective they were during WW2 and how many shots/hits were needed to damage/destroy/immobilize a tank. I don't feel like going too deep on that since that's not a place for this kind of debate. But obviously it's not what some ComputerGames may suggest (1-2-3 shot-kills), but it's also far from what is currently "real" in the game.
Let's assume a average number of 15 shots for a kill would be a number we could acknowledge on. (I am using this already high number so the game's realism doesn't seem too far off
)
In Game:
"Officially" (What's shown in Combat Log/Report)
Looking at the Combat Reports and ignoring freight consumtion for now, we get a "official" Hit ratio of about 14%, so 500 "shots" do hit about 70 times (generous rounding) for effect, not differentiating between DAM/DES. So we need about 7 shots to have 1 shot for effect. Which seems okay'ish since the previously stated debatable 15shots are shots to kill and not for effect. "Real" (Including freight usage)
Each of the "shots" in the combat log/Combat resolution window is actually a engagement Ground Elemen vs Ground Element which consumes all Amo Use at once.
Since Ammo Use seems to be defined by "ShellWeight*RoF=AmmoUse" and our Panthers do have a RoF of 11, this means each of this "shots" represents actually 11 shots worth of freight.
Knowing this, 11-times the number of shots done, so 500*11=5500shots.
Those 5500shots had 70 hits for effect.
So we got a hit for effect ratio of 1.27%.
Comparing this number to our "official" 7 shots and our "historical" 15 shots makes clear that there is some realism lost in this regard, since 1.27% ratio means, we'd need 78.7 actual shots to have one shot having an effect, which is (obviously due to math) ~11times the "official" rate and still ~5times the stated 15 (which is debatable but may have been needed for 1 kill historically).
Final Words & possible fix:
I feel like there is seriously something off concerning those AP-shell Ammo Use values which is contradicting any historical number (of which I know of).
The easiest solution in my opinion would be to reduce the Ammo Usage of AP shells fired by "/5" ...or even more/lower ....if that's possible with this Combat Engine.
Notes:
I only tested Attacks.
Only Clear Terrain & Clear Weather.
I tried to keep this report short and simple as good as I could without posting several Tests/screens and so on, I can go deeper but the numbers should already show by themselves that there is something far off.
See this Thread for more information, I am not going to copy all I pointed out there again.
I tested freight consumtion/hit ratios and so on in Tank vs Tank.
Historically:
In Tank vs Tank combat there were multiple analysis/studies made on how effective they were during WW2 and how many shots/hits were needed to damage/destroy/immobilize a tank. I don't feel like going too deep on that since that's not a place for this kind of debate. But obviously it's not what some ComputerGames may suggest (1-2-3 shot-kills), but it's also far from what is currently "real" in the game.
Let's assume a average number of 15 shots for a kill would be a number we could acknowledge on. (I am using this already high number so the game's realism doesn't seem too far off
In Game:
"Officially" (What's shown in Combat Log/Report)
Looking at the Combat Reports and ignoring freight consumtion for now, we get a "official" Hit ratio of about 14%, so 500 "shots" do hit about 70 times (generous rounding) for effect, not differentiating between DAM/DES. So we need about 7 shots to have 1 shot for effect. Which seems okay'ish since the previously stated debatable 15shots are shots to kill and not for effect. "Real" (Including freight usage)
Each of the "shots" in the combat log/Combat resolution window is actually a engagement Ground Elemen vs Ground Element which consumes all Amo Use at once.
Since Ammo Use seems to be defined by "ShellWeight*RoF=AmmoUse" and our Panthers do have a RoF of 11, this means each of this "shots" represents actually 11 shots worth of freight.
Knowing this, 11-times the number of shots done, so 500*11=5500shots.
Those 5500shots had 70 hits for effect.
So we got a hit for effect ratio of 1.27%.
Comparing this number to our "official" 7 shots and our "historical" 15 shots makes clear that there is some realism lost in this regard, since 1.27% ratio means, we'd need 78.7 actual shots to have one shot having an effect, which is (obviously due to math) ~11times the "official" rate and still ~5times the stated 15 (which is debatable but may have been needed for 1 kill historically).
Final Words & possible fix:
I feel like there is seriously something off concerning those AP-shell Ammo Use values which is contradicting any historical number (of which I know of).
The easiest solution in my opinion would be to reduce the Ammo Usage of AP shells fired by "/5" ...or even more/lower ....if that's possible with this Combat Engine.
Notes:
I only tested Attacks.
Only Clear Terrain & Clear Weather.
I tried to keep this report short and simple as good as I could without posting several Tests/screens and so on, I can go deeper but the numbers should already show by themselves that there is something far off.