"Bad armor quality" trait

First of all, I guess many ppl will be against this but I’ll suggest it anyway.
Second of all, I have no idea if this is even doable with this game engine.


Some tanks would have a “Bad armor quality” trait that would give them a 30% chance to have -20% armor thickness when armor check happens (each time when shell hits).
(Numbers are made up and should be changed.)

This could be used for example to allow early T-34 to face long barrel 38mm guns as they would have a chance to frontally pen it.
Or to make king tiger be a bit easier for allies to destroy.

I thought about RNG instead of a reliable flat modifier as it may also create interesting scenarios where tank A is affraid to engage because it might get pened and tank B is affraid to engage because it might not pen.


Reminder.
I don’t know if this is a good idea. I don’t know if this is even possible. But I suggest it anyway.

3 Likes

Same goes for Tiger II’s I guess.

If this would be a feature I believe the RNG should determine the armor upon spawn. It would be fixed “normal” or “weaker” and not from shell to shell, if you know what I mean.

You know, at this rate, you might as well suggest RNG ranges for tank penetrations.

Like a certain arcadey tank game

4 Likes

image

I guess it would make things easier.

Except “bad armor” would be present on maybe 6 tanks, not on all.
It would be just a gimic. Should be at least.

missed that part voyo :upside_down_face:

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Why not tho? Tanks known to have great armor quality would have no penetration chance range while tanks that were known to have poor quality would get a negative multiplier range.

5% - 15% reduced armor isn’t much, yet enough to make this work.

I actually really like the idea.

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shouldn’t be visible though. Cuz if you’re spawning your T-34 or KT on defense. You might just suicide without any penalties.

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Yup.
And tank shooting at you should have always yellow marker (may pen or may not). At least until the first shot though it may be prone to abuse.

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6 tanks? Most early Soviet tanks and most late axis tanks in general had massive issues with that.

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I’d like to not overdo it and give this mechanic only to tanks that were “famous” for bad quality armor.
Otherwise we will end up with 6 normal tanks.

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I’m not certain about armour (got no opinion)

But on a similar topic, I’d like automatic weapons jam mechanics.

Bound to be quite unpopular too in such an arcade game, but could be fun in hardcore LF mode, maybe.

5 Likes

Malfunctions should be back at least for customs.

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I like the idea, it helps to reflect the logistical and strategic issues affecting battles. Soviet tanks should also be randomly missing parts and features that they skipped installing in the factory.

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Would you reaaaaaally want to go into the rabbit hole of “armor reliability” instead of accepting things as they are in relatively mint condition?

Too much trouble for what is essentially historical flavor. Even funnier when historical accuracy has been thrown out the window long ago.

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Hehe, Coax MG? Sorry comrade we don’t do this stuff here in this factory.

And what do you mean your commander has no seat? Here take this crate.

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It was a feature before I started playing this game. I heard it was mixed opinions about it (as you could expect)

Wouldn’t mind it all!

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I know…

Sadly, I did not get to experience it myself. Coming from slower paced games like red orchestra, where your simple rifleman visibly struggled to reload a rifle clip (animation was really nice, was a nice touch to picture it as difficult), I would enjoy such mechanic.

Would force ppl to think a bit more before zerging.

Could also be implemented for semi auto weaponry.

For customs at the very least… They promised more customs options a while back, didn’t they?

3 Likes

Considering that like 20ish% of early T34 losses were due to 3.7cm guns, it would absolutely make sense to add such mechanic.

Also there were Elephant tank destroyers that got frontally taken out my 7.5 cm shermans.

Then add it to customs.