Combat System Discussion
Posted: Mon May 15, 2000 10:42 pm
The new combat system is a major increase in level of detail over the original. I happen to think its a major improvement:-)
Unfortnaley my desingers notes in teh manual were assembled too late at night to be as readable as I'd have liked.
The original SP system factored the vertical slope of the armor into an "armor factor" that was essentially "geometric" armor thickness (base/cos vertical slope) divided by 10.
Now the angle in the horizontal plays a role in this also, but because you don't know the vertical slope, the "composite" angle can't be determined. SO teh encounter geometry plays only a limited role (A "bonus" for quartering aspects was added in SP3 and I believe the last patch to SP2) but for teh most part, rounds are assumed to impact at a perpendicular to the face struck. That is why it is so easy to get "flank" kills on many tanks like Panthers, from what should be difficult angles.
Also with elevation, the effective angle in the vertical obviously changes, so looking down from 30m at a target 50m away gives you a significant angular advatage in addition to a chance to hit "top" armor.
Now the vertical angle can cause problems in some cases becasue tanks do not "tip" on slopes. this is something i hope to fix in a patch. For now it has some side effects on reverse slope defenses, making units on hills, somewhat too powerful vs units very close. The "bottom" vulnerability was added to help address that, but might have a bug in it.
The bottom line is encounter geometry was a key driver of tactics. Hilltop positions were deathtraps before, now they are important positions to be fought hard for.
A 30 or 40 degree flank exposure used to be enough to get a good chance of a flank kill, especially on tanks Panthers with vulnerable flanks, now you mustactually get deep into an enemy's flanks get such an advantage!
That is a start at least on why the changes were made. I'll do my best to answer any questions!
Unfortnaley my desingers notes in teh manual were assembled too late at night to be as readable as I'd have liked.
The original SP system factored the vertical slope of the armor into an "armor factor" that was essentially "geometric" armor thickness (base/cos vertical slope) divided by 10.
Now the angle in the horizontal plays a role in this also, but because you don't know the vertical slope, the "composite" angle can't be determined. SO teh encounter geometry plays only a limited role (A "bonus" for quartering aspects was added in SP3 and I believe the last patch to SP2) but for teh most part, rounds are assumed to impact at a perpendicular to the face struck. That is why it is so easy to get "flank" kills on many tanks like Panthers, from what should be difficult angles.
Also with elevation, the effective angle in the vertical obviously changes, so looking down from 30m at a target 50m away gives you a significant angular advatage in addition to a chance to hit "top" armor.
Now the vertical angle can cause problems in some cases becasue tanks do not "tip" on slopes. this is something i hope to fix in a patch. For now it has some side effects on reverse slope defenses, making units on hills, somewhat too powerful vs units very close. The "bottom" vulnerability was added to help address that, but might have a bug in it.
The bottom line is encounter geometry was a key driver of tactics. Hilltop positions were deathtraps before, now they are important positions to be fought hard for.
A 30 or 40 degree flank exposure used to be enough to get a good chance of a flank kill, especially on tanks Panthers with vulnerable flanks, now you mustactually get deep into an enemy's flanks get such an advantage!
That is a start at least on why the changes were made. I'll do my best to answer any questions!