Japanese soldiers should get a buff when Banzai charging. During their charge they should get 7.5 “artificial HP”. However, this AHP goes away once the charge ends, and any damage taken to the AHP is applied to the soldier’s base health pool. So, picture a Japanese soldier bayonet charging an enemy. He gets shot but ignores the injury and stabs the enemy before finally succumbing to his wounds and falling dead.
What imbalance are you trying to correct?
Honestly though, that wouldn’t be the worst change. 7.5 HP is enough to shrug off an extra close range pistol or smg shot, an extra semi-auto shot maybe, and maybe, maybe one bolt action shot if it doesn’t hit upper chest/head
Well, the US have better firepower and historically the Japanese countered this with surprise banzai attacks. So making the Japanese banzai attacker more resistant to firepower would allow them to successfully bayonet charge a foe with a superior weapon.
But, as my equal-games stats suggest, the Japanese don’t have a firepower disadvantage except in a few areas: SMGs, early Fighter craft, pistols. I’ll admit they also have an armored disadvantage, but that’s made up for really well by the Type 97. The Hei and Otsu rifles aren’t so drastically inferior to the Garand and Johnson that they’re skewing the data, IRL they were barely used. In-game, I see no firepower disadvantage for the japanese that isn’t balanced by real and practical advantages elsewhere
Just because they decided to run at them with no regards to their weellbeing didn’t mean they were drugged up and could shrug off more hits than normal.
Not that they were drugged; they were fully accepting of their death for the Emperor, and so it’s less likely that they’d pay as much attention to injuries. Remember, up to 7.5 damage taken during the charge would be “put on hold” and then inflicted afterwards, so while they would ignore injuries in the moment, they’d still likely be fatally wounded and succumb to their injuries soon after.
Just statistically:
US tanks have more MGs
US planes have .50 cals and their fighter has bombs that the 1st Japanese fighter lacks
M1 Carbine has a larger magazine; Garand and Johnson have larger mags and more damage
Johnson LMG fires faster than Japanese LMGs
BARs and Johnson LMG have more hit power
All US BAs have more hit power and velocity
US SMGs fire faster and deal more damage
SBD has a ~500 kg bomb while the largest Japanese bomb currently is 250 KG
While Japanese weapons are perfectly useable and effective in the right hands, and while the adage “the best weapon is the one you know best” still holds true, it’s undeniable that the US has much greater firepower.
Melee charges / bayonets are already extremely powerful given AI are really adept with them for some reason and they not only boost your speed, but also can be spammed and reach far.
Japan already has bayonets on a vast majority of their weapons, they already have a advantage in this regard by a large margin, they dont need a additional buff to something they are already better in.
I mentioned being drugged for a reason. IF you are sober you can’t just shrug off hits no matter how comitted you are to your emperor.
Bayonet charges are also available to all factions in all campaigns. This would make the Japanese bayonet charge more unique, since it’s what they were infamous for. And again, a Japanese soldier fatally wounded in his banzai charge would still die; he’d just do so after he’d completed his charge.
7.5 HP goes away in one hit from a BA, SA, or fully upgraded M1 Carbine or .45 SMG. And, the soldier’s 7.5 AHP will most likely be completely depleted, meaning that they take 7.5 damage immediately after completing their charge. If they took any more than 10 damage during their charge they’ll fall dead immediately after. And 17.5 HP goes away in:
1 hit from a BA rifle
2 hits from a SA rifle or LMG
3-4 hits from an SMG
2-3 hits from an M1 Carbine
1 headshot from any gun
1 rifle Grenade blast
1-2 shotgun blasts at close range
3 shots from a .45 pistol
4 shots from a 9mm pistol
So it wouldn’t be game breaking.
Because they did, for the tanks in question, and for the M2A4 it’s only got two that’re practically useable (the coax and main hull gun), one that you have to be ballsy to attempt (the commander MG, have to be out of the hatch to shoot it) and two that always fire straight the fuck forward and too goddamn high (the outside hull guns.)
It’s only a problem until you unlock the A6M2, with it’s better bombs and 20mm cannon, good speed and damn near miraculous maneuverability.
And it’s still basically useless because of the artificially limited RoF
This is a problem I can see, and I addressed. I do think they’d have been better off putting the japanese pedersen where the type 99 is and replacing the otsu with the type 4 japanese garand, but the Hei hits harder, farther than the Carbine at the cost of capacity, it’s fine.
And has ten fewer rounds per mag than the Type 96 or type 11, while burning through that ammo 30% faster and carrying less.
So? it only takes 10 to drop a guy, 20 to kill through a medpack. All of these LMGs require two hits at 100m to accomplish this.
The 1903A1 USMC doesn’t hit quite as hard as the Type 99, and fires ten rounds per minute slower than the Type 38. hit power on the BAs is all close enough, the type 38 needs an extra round to kill a downed enemy, so what. The P14 isn’t worth using in comparison. As for velocity, it’s what it should be, .30-06 is pretty ridiculous.
They do, in fact they fire so much faster and recoil harder enough that they’re not nearly as controllable or useful at any kind of range outside of 30-40m. Besides, the Japanese SMGs are already better than they have any right to be, IRL 8mm Nambu doesn’t even carry the energy of .380ACP, but for some reason it’s hitting harder than 7.65mm Luger out of the longer SMG barrels, which for some reason doesn’t hit as hard as 7.63mm Mauser out of the short barrel on the C96.
This doesn’t functionally matter. Either one will kill a vehicle on a good hit, or a decent cluster of enemies if dropped near enough, which is important with the explosion mechanics. So the SBD-3 gets a better big bomb and worse small bombs, the D3A1 gets a worse big bomb and better small bombs. Me thinks this is a wash.
I think I’ve just denied it rather effectively.
They already get a fucking sword for every soldier!
Shit, this game already lets you shrug off limb hits regardless
I’d add a phase to the medical cycle, if that’s the result you want. Add a bleedout for any hit that’s not immediately fatal, even if it leaves you standing, then the med pack timer. It’s a bit unrealistic that somone who takes a hit but is still alive just, drops in place, not even prone.
These numbers are only accurate torso hits. upper head, from a springfield for example is gonna do 45.7 damage, face/neck is 50.8. Hell, from the carbine, a face shot still eats that 17.6. So you’re right, it wouldn’t be game breaking, but I still thing it’s entirely unnecessary.
It might give you the second extra to ignore the pain if you are committed enough like adrenaline if you aren’t paying attention the second you realize you’ve been shot then the pain starts setting in.
That’s my “excuse” for this mechanic: fanatically devoted Japanese soldiers, already expecting to die, would put all their effort and strength into their final charge, ignoring injuries because they’re gonna die anyway.
What logic is this? A bomb that is 200kg heavier is not functionally matter. (1000lb(450kg) vs 250kg). But bomb that is only 15kg heavier suddenly matters?(50lb(45kg) vs 60kg). If you check the tnt equivalent in war thunder, you will find 50lb and 60kg bomb have similar tnt equivalent(24.5kg vs 25.3kg)and 1000lb has roughly 3 times the tnt equivalent of the 250kg(318.48kg vs114.4kg) .
Adrenaline.
My advice is to reduce the damage
During the charge, due to the surge of adrenaline, small caliber submachine gun bullets may not be able to stop their progress.
In the law enforcement recorder of the American police, I often see that those who take drugs or even just because of adrenaline are still active after being hit by pistols or shotguns
Adrenaline and endorphin will make you ignore the pain temporarily, even some people do not know that they have been shot
I talked to a cop a while ago saying he was shot in the chest with buckshot and didn’t not until he was in his car bleeding out.
I mean, I feel like I explained the logic pretty clearly, but let’s give it another go, shall we?
It doesn’t functionally matter because of how large the bombs are. Either one of them, dropped well, is going to absolutely wreck a vehicle, or, because of the mostly-upward explosion cone, kill a bunch of dudes if they’re nearby.
When you’re talking about bombs this small, that .8kg of tnt equivalent difference matters.
This doesn’t, not really. It would, in the other campaigns, that have tougher tanks, but in the Pacific? It’s a wash. You still have to drop either one close enough to a target you’re trying to destroy.
Besides all of that, these are the weapons each vehicle had available. The D3A1 just can’t carry a 500kg bomb. I suppose they could have used the D4Y1 instead, and given it the 500kg bomb, but I’m convinced at this point that people would bitch that the D4Y1 doesn’t have offensive .50s and only one defensive 7.7.
There is no perfect, one-for-one balance to be had here. Each side is going to be better and worse at some things than the other side.