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Darkmil

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Mar 1, 2017
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How tank armor will be represented ? Will it work with the same abstraction as Wargame does, ie. The tank is a square box with FAV, SAV, TAV, RAV and loses HP when hit ? Or will it have a finer depiction something closer to MOWAS for instance,(let's be enthusiast something like War Thunder ?) locating damages and taking into acount several armor plates on the same arc and maybe even taking into account angling ?
 
I really hope we will have something along the lines of Wargame. An armory and unit stat cards which we can also view ingame.
Also no watered down stats please, I dont want armour categorized into "bad,medium,good".
 
I hope there will a probability based systems. I 'm pretty sick of having tanks not being able to shot just because their gun is barely not strong enough.
 
Hopefully they won't do their stats based on silly things like they did before, where they give units arbitrary stats for no particular reason and made half the units in the game completely useless because they were determined to make prince changes not reflect performance.
 
Hopefully they won't do their stats based on silly things like they did before, where they give units arbitrary stats for no particular reason and made half the units in the game completely useless because they were determined to make prince changes not reflect performance.
Well, at some point, the units do need stats...
 
How tank armor will be represented ? Will it work with the same abstraction as Wargame does, ie. The tank is a square box with FAV, SAV, TAV, RAV and loses HP when hit ? Or will it have a finer depiction something closer to MOWAS for instance,(let's be enthusiast something like War Thunder ?) locating damages and taking into acount several armor plates on the same arc and maybe even taking into account angling ?
Armor is less complex in WW2 and I think it'd be fairly easy to put in real values for armor rather then a hit point system like they have for Wargame. In the cold war various types and methods of deflecting and stopping shells exist while in WW2 it was big slab of steel stop projectile to simplify.
 
Wasn't Blitzkrieg basically "if the shot bounces your tank lives, if it penetrates it instantly dies"?

Edit: Or I'm thinking of the Blitzkrieg CoH mod.

Yep you're thinking of the latter :) Awesome mod, shame it never fully worked with the campaign.

Blitzkrieg the game used hit points assigned in accordance with the weight of the vehicle.
 
How tank armor will be represented ? Will it work with the same abstraction as Wargame does, ie. The tank is a square box with FAV, SAV, TAV, RAV and loses HP when hit ? Or will it have a finer depiction something closer to MOWAS for instance,(let's be enthusiast something like War Thunder ?) locating damages and taking into acount several armor plates on the same arc and maybe even taking into account angling ?

As long as we're dreaming, I vote for a full-on realistic War Thunder damage model. Bring it on!
 
Yep, men of war has an appropriate level of abstraction. The amount of shots flying around at a given time in this doesn't really require super precise modelling.
 
Yep, men of war has an appropriate level of abstraction. The amount of shots flying around at a given time in this doesn't really require super precise modelling.
Guns are far more inaccurate in ww2. Hit rates should drop a fair deal at distance. I'm guessing they'll try and implement a system that will be historical. Eugen seems to want historical play through which means King Tiger master race but I bet the kick back would be British and American air power.
 
Guns are far more inaccurate in ww2. Hit rates should drop a fair deal at distance. I'm guessing they'll try and implement a system that will be historical. Eugen seems to want historical play through which means King Tiger master race but I bet the kick back would be British and American air power.

King Tiger master race but it costs a billion credits, you get one, and the transmission randomly explodes when you move. Historical.