I've mentioned this before, but I haven't really done a post on it.
https://en.m.wikipedia.org/wiki/White_phosphorus_munitions
Max Hastings (in his history of Overlord and the Normandy campaign) and Steven Zaloga (in his history of the Sherman) both mention white phosphorus. It was an important and under represented tool of tank combat that could go a long way toward helping new players enjoy the game, which if properly implemented wouldn't screw up balance for more experienced players.
I'm thinking Eugen should give a limited number of white phosphorus shells for Allied tanks dedicated to tank hunting (the 76 Sherman, the M10, and the Firefly but NOT the M18, Sherman 75 and others) that would have a high chance of inflicting crew stunned (and a very, very small chance of bailing out the tank, less than 1%) and a good whack of suppression. These would be auto fired at an enemy tank with higher armor than the WP shell equipped tank can penetrate, but could be force fired by turning off the AP shells. We don't want it to be hot key managed like smoke or this game will get stupid fast in 1v1. I'm thinking 2 or 3 shells with a long reload time, not something that can be spammed.
This might require the addition of an animation and a little art, but the rest of it could probably be implemented pretty easily.
Why is this necessary?
* as Axis supporting arms (and AA in general) improve, the standard easy counter of throwing planes at heavy armor becomes less and less viable. This is probably a good thing, but it does have ramifications
* anyone who has watched a new player struggle against German heavy armor will know that combined arms, smoke and coordinating tanks with AT guns is way too high a micro burden to inflict, especially on open maps.
* large team games on undersized maps become late game armor spamfests that Germans usually win by default by attack moving forward unless a skilled player shatters their offensive before it gets going.
All of these have ramifications for the all important issue of player retention. New players who get drilled in the ass by what looks like easy mode Axis armor will quit and bitch about balance even though experienced players know balance is actually pretty good right now.
I see this as a tool that punishes poor play by a an Axis player. They move an unsupported KT forward, it gets nailed by WP, and then enemy tanks roll to the side sufficient to nail it with a sideshot or forward to the point that AP scaling makes it a fair fight before moving on. A supported tank with AT guns or armor covering it will recover from the momentary issue and continue forward. Good use of WP and keeping it disabled until needed would become a standard and interesting part of allied play. There might need to be some price nerfs to compensate for this powerful new tool, but I'm confident it could be done.
https://en.m.wikipedia.org/wiki/White_phosphorus_munitions
At the start of the Normandy campaign, 20% of American 81 mm mortar rounds were white phosphorus. At least five American Medal of Honor citations mention their recipients using white phosphorus grenades to clear enemy positions, and in the 1944 liberation of Cherbourg alone, a single U.S. mortar battalion, the 87th, fired 11,899 white phosphorus rounds into the city. The U.S. Army and Marines used white phosphorus shells in 107-mm (4.2 inch) mortars. White phosphorus was widely credited by Allied soldiers for breaking up German infantry attacks and creating havoc among enemy troop concentrations during the latter part of the war. US Sherman tanks carried a white phosphorus round intended for artillery spotting, but tank crews found it useful against German tanks. Unable to penetrate German Panther and Tiger tanks at long range, the phosphorus round would adhere to the tank, generate smoke, blind the optics, and often force the crew to abandon the tank or allow US tanks to close to a range where their armor piercing rounds were effective.
Max Hastings (in his history of Overlord and the Normandy campaign) and Steven Zaloga (in his history of the Sherman) both mention white phosphorus. It was an important and under represented tool of tank combat that could go a long way toward helping new players enjoy the game, which if properly implemented wouldn't screw up balance for more experienced players.
I'm thinking Eugen should give a limited number of white phosphorus shells for Allied tanks dedicated to tank hunting (the 76 Sherman, the M10, and the Firefly but NOT the M18, Sherman 75 and others) that would have a high chance of inflicting crew stunned (and a very, very small chance of bailing out the tank, less than 1%) and a good whack of suppression. These would be auto fired at an enemy tank with higher armor than the WP shell equipped tank can penetrate, but could be force fired by turning off the AP shells. We don't want it to be hot key managed like smoke or this game will get stupid fast in 1v1. I'm thinking 2 or 3 shells with a long reload time, not something that can be spammed.
This might require the addition of an animation and a little art, but the rest of it could probably be implemented pretty easily.
Why is this necessary?
* as Axis supporting arms (and AA in general) improve, the standard easy counter of throwing planes at heavy armor becomes less and less viable. This is probably a good thing, but it does have ramifications
* anyone who has watched a new player struggle against German heavy armor will know that combined arms, smoke and coordinating tanks with AT guns is way too high a micro burden to inflict, especially on open maps.
* large team games on undersized maps become late game armor spamfests that Germans usually win by default by attack moving forward unless a skilled player shatters their offensive before it gets going.
All of these have ramifications for the all important issue of player retention. New players who get drilled in the ass by what looks like easy mode Axis armor will quit and bitch about balance even though experienced players know balance is actually pretty good right now.
I see this as a tool that punishes poor play by a an Axis player. They move an unsupported KT forward, it gets nailed by WP, and then enemy tanks roll to the side sufficient to nail it with a sideshot or forward to the point that AP scaling makes it a fair fight before moving on. A supported tank with AT guns or armor covering it will recover from the momentary issue and continue forward. Good use of WP and keeping it disabled until needed would become a standard and interesting part of allied play. There might need to be some price nerfs to compensate for this powerful new tool, but I'm confident it could be done.