A lot of early vehicles with a small caliber gun deal almost 0 dmg vs infantry, unless its a direct hit, what means there is zero reason to use HE, instead AP rounds are just as effective vs infantry.
Sure a 5cm HE shell should deal less dmg than a 7.5 cm HE sell, but no dmg what so ever is kinda sad.
Thus my idea is to increase their AEO radius, however with still less dmg than high caliber rounds. Same goes for auto canons, if its HE it should have an “area of effect” so that HE is dealing dmg vs infantry “reliably” however with little dmg, cuz even little aoe dmg will be useful, as long as its consistent.
Yeah I find that the lower caliber shells are best when they hit one solider directly and then the others get the splash.
I feel the big problem of upscaling the HE AOE, is that its going to end up making the larger shells too effective (depending on how the game engine handles changes to certain variables).
Many vehicles could use Canister rounds, I actually had it in another thread because I think tanks would be better with all their potential rounds, like Canister, Smoke, HEAT.
They already add shell types in that some tanks historically had access too but lock them behind a paywall.
I dont want to give better per se, rather different. 3 shell types is doable if you look at the premium Jumbo.
So allow the tanks that could have the option to have another ammo type.
Canister would be for really up close and personal, so at that stage the tank is already at high risk to being nuked by either infantry or other armored vehicles. Smoke would be great for those moments you want to repair but are under threat of small arms fire. You can’t see anything covered by smoke so it makes you just and ineffectual as the opposing force, can’t really see that breaking anything that doesn’t already exist as broken.
Last is HEAT. That one is a tricky one, and should only be applied to the tanks where it was considered standard fair. Namely the KwK 37 armed Tanks and Assault Guns.
Proper HEAT would allow for some iconic tanks like the T34/76 to be introduced while having a solid counter (along with the PaK38 and is pzgr40 rounds).
The autocannon HE does matter. Its no room clearer, but it can do some extra damage against grouped targets, and is more forgiving of very close misses. If they started having signficiantly more aoe, that would make them kind of abusrdly terrifying, not sure that’s really needed.
well my idea was more of a “suppression” effect, kinda like dealing 10% dmg in a bigger radius, so that you at least dmg the enemy, better than you need to hit them
Those simply shouldn’t be here at all…
But their existence doesn’t justify the addition of more shells type to already broken vehicles such as jumbo…
Or at least give special shells to tanks deserving them, such as regular Sherman. Would remain competitive, could pen stuff but still get penned, all would be fine. But things that can only get pen from up close through a pixel, or from the sides, doesn’t deserve any buff.
You might have misunderstood what I was saying. I made specific mention to say "Tanks that actually had them ". So let’s exclude the Jumbo in that regard because as you state it is powerful and I admit to that, I was only citing it because the mechanic in game for the premium shows it works having more than 2 shell types.
Smoke and Cannister for the tanks that had it naturally and aren’t named Jumbo is what I was specifically talking about.
Though smoke for it i cant see being game breaking.
It is an assault tank afterall.
Even more so given they never assaulted the actual beaches.
Battle of the Budge would have been more fitting. Given there were more natural counters at that point in the war.
The Jumbo made the need for the Panther. And that wasn’t the solution IMO. But thats a topic for another day.
Most people I play with or whom watch my stream know that I’ve mastered digging them out for the most part.