Tank armor changes

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Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Tank armor changes

Post by Navo »

I see your point but

1) I meant BMPs and BTRs in that post, not the best armoured tanks in the world. :p

2) As there have been so few cases of the Challenger 2 being penetrated I do not think statistics about that tank provide a good representation of what happens to a MBT when it does get penetrated. And on the other hand, a M1A2 was penetrated by a RPG-29 hit on the turret which killed 2 crewmembers, taking out the tank.

3) Of course the effect of the plasma jet depends on what it actually burns, but seeing there is now way to simulate that in PR I think it is fair to assume that a penetrating jet hits something important, like the engine, gearbox or crew. If your APC gets hit, you dun goof'd and you should be punished, instead of laughing and being out of action for 3 minutes (LAV-25 on Muttrah).

4) Those numbers seem to indicate every penetrated tank lost 1 to 2 crewmembers. That tank won't be fighting very effectively after that.
Last edited by Navo on 2016-04-12 21:52, edited 2 times in total.
Piipu
Posts: 50
Joined: 2009-06-20 19:59

Re: Tank armor changes

Post by Piipu »

'[R-DEV wrote:M42 Zwilling;2126148']The real one? Couple of quick examples:

MoD kept failure of best tank quiet - Telegraph - Rather famous incident in which RPG-29 penetrated CR2 through underside of hull, 3 crew wounded. Elsewhere stated that the tank RTB'd under its own power.

http://csis.org/files/publication/120720_Cordesman_LessonsIsraeliHezbollah.pdf - Statistics from 2006 Israel-Hezbollah war on p. 111:

Tanks penetrated: 20
Tanks destroyed: +5 estimated
Crewmen killed: 30

Research more, and you'll see that this kind of thing is not at all uncommon. With smaller pure HEAT warheads (i.e. not so much MPATs, AGM-65s, etc.), the lethality really seems to depend on the layout of the target vehicle and what happens to be in the direct path of the HEAT jet and whatever (limited) spalling there is.
It looks like your statistics say that on an average penetration, the crew is going to be pretty fucked. Since PR can't simulate crew getting wounded or killed accurately, it would make sense to me that the tank would just blow up on penetration. Crew getting killed or wounded is going to be a mission kill anyways, so the tank getting destroyed is close enough with the limited engine we have.

What doesn't make sense is that the first LAT hit against an APC has 0 effect and the second one always kills it. It's just not realistic in any sense of the word when the warhead could easily penetrate ten times the armor on most APC sides.
Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: Tank armor changes

Post by Gerfand »

Piipu wrote:What doesn't make sense is that the first LAT hit against an APC has 0 effect and the second one always kills it. It's just not realistic in any sense of the word when the warhead could easily penetrate ten times the armor on most APC sides.
Or its Tracks the Vehicle, but because you are using an AT4 the APC kills you before you can kill him
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: Tank armor changes

Post by camo »

HEAT isn't known for its after-armour effect. The jet continues on in the same general direction and dissipates relatively quickly so it depends where it hits. It still ain't nice being on the inside with the flash burning/shrapnel flying around but still better than being penned by an AP round or even worse a HESH round.

I agree with zwilling. Penetration doesn't equal kill.
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mectus11
PR:BF2 Developer
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Re: Tank armor changes

Post by mectus11 »

Quite the controversial change it's going to be, it depends if there would be a system in place to disable the armour's engine or penetrace the hull or even hit the internal componenets of the vehicles to render it useless.

Don't see this working out with the limitations of the BF2 Engine nonetheless it's going to be an interesting change to further more have people depend on armour while it may undermine the usefulness of infantry as people asset whore enough already.
FluffyThumper
Posts: 121
Joined: 2015-01-26 22:41

Re: Tank armor changes

Post by FluffyThumper »

[R-DEV]camo wrote:HEAT isn't known for its after-armour effect. The jet continues on in the same general direction and dissipates relatively quickly so it depends where it hits. It still ain't nice being on the inside with the flash burning/shrapnel flying around but still better than being penned by an AP round or even worse a HESH round.

I agree with zwilling. Penetration doesn't equal kill.
You've got a much better chance of surviving APFSDS than HEAT in something like a BMP, since AP relies on kinetic energy to penetrate copious amounts of armor and create spalling from it, and the BMP doesn't have much armor in the first place. Unless you're directly in its path or it ignites your ammunition, you have a fair chance of survival. HEAT meanwhile penetrates the armor, creates massive overpressure, blows off all the panels, breaks all the gauges and throws molten slugs all over the interior. Even if the crew somehow survives, the vehicle would just be unusable.
Last edited by FluffyThumper on 2016-04-13 14:34, edited 1 time in total.
[img]http://i.imgur.com/iMxqujb.png[/img]
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Tank armor changes

Post by Rabbit »

[R-DEV]M42 Zwilling wrote:-snip-
So are you saying PR will add in crew damage so you can kill a driver but not the tank?
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AfSoccer "I just don't see the natural talent."
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M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Tank armor changes

Post by M42 Zwilling »

If I ever figure out what was causing HE-frags to kill through terrain in some cases and why my fix worked, that might be possible as well... :-P
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
Chuva_RD
PR:BF2 Contributor
Posts: 300
Joined: 2013-03-30 18:51

Re: Tank armor changes

Post by Chuva_RD »

[R-DEV]M42 Zwilling wrote:If I ever figure out what was causing HE-frags to kill through terrain in some cases and why my fix worked, that might be possible as well... :-P
This is feature, imitation of blast wave, don't fix this
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Tank armor changes

Post by Jacksonez__ »

Rabbit wrote:So are you saying PR will add in crew damage so you can kill a driver but not the tank?
Isn't this already present? You can kill the driver of the AAVP but not the gunner if you hit it in the front with RPG-26.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Tank armor changes

Post by Rabbit »

Jacksonez__ wrote:Isn't this already present? You can kill the driver of the AAVP but not the gunner if you hit it in the front with RPG-26.
Iirc it was a bug. I think passengers are usually carried below ground now.
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AfSoccer "I just don't see the natural talent."
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Headless86
Posts: 24
Joined: 2014-04-08 14:27

Re: Tank armor changes

Post by Headless86 »

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AP shell dealing more damage than ATGM rocket (and twice as much as Heavy Anti Tank Rocket). Aight.

If i want to shoot 6 rockets at tanks in order to kill them i just play BF4. Still populated so ima give that a try.
I just lol xD

The reason for these changes will remain a secret regardless. For the giggles ill be taking bets wether were gonna get broken turrets again. Massive nerf incoming to everything. No way you do this and keep the assets as well working as they are right now.

@Nate i expect you to build a lot of TOWs in the future since you seem to know how to place them right and remain hidden so they can get "easy kills". Ayyyylemaoooo
Last edited by Headless86 on 2016-05-15 22:18, edited 6 times in total.
Reason: Seriously what do you expect people to think about it, im really trying to not bitch all the time but its impossible.
ferrett
Posts: 19
Joined: 2012-09-27 15:38

Re: Tank armor changes

Post by ferrett »

Jacksonez__ wrote:Isn't this already present? You can kill the driver of the AAVP but not the gunner if you hit it in the front with RPG-26.
This only works if you manage to hit the driver's prisma, which is not armored in any way. Works with Stryker aswell.

Back when Molotovs existed in this game, you were able to burn the crew inside armoured vehicles without damaging the vehicle so maybe it could be possible to do same kind of effect with warheads? :roll:
Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: Tank armor changes

Post by Gerfand »

For me both 120mm Heat and LATs are going to deal low damage on the side armor, and could really get a Buff

This because a lot of times while as INF you are going to only be able to take a shot on the side armor of a tank, as for the 120mm sometimes you would be engaging INF, and when a Tank appears... HEAT would be more usefull against that Tank that appears from nowhere
Last edited by Gerfand on 2016-05-17 16:17, edited 1 time in total.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Tank armor changes

Post by solidfire93 »

Gerfand wrote:For me both 120mm Heat and LATs are going to deal low damage on the side armor, and could really get a Buff
as for the 120mm sometimes you would be engaging INF, and when a Tank appears... HEAT would be more usefull against that Tank that appears from nowhere
as a tanker you need to be fast in taking out the enemy armor and make sure not to waste your time to be stationary for a long time..

once you take out the enemy armor try to kill or take out the enemy Fobs as fast as you can, and then RTB...

buffing the HE rounds going to make OP against infy, cause its realy good against infy now and i don't like to buff it to act like a Frag shell instead of HE !

while i understand what you mean when an enemy tank show up, but why you go and attack infy in the first place when you know that the enemy Armor is still out there...!?

also loading and changing a shell doesn't take a long time and +plus you have coax MG.....
faster and easy to take down infy with...(use range for your advantage)

im sure the HEAT round is very useful while the enemy Tank loaded AP and can take you out faster than your HE shells !
Last edited by solidfire93 on 2016-05-18 06:31, edited 1 time in total.
Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: Tank armor changes

Post by Gerfand »

solidfire93 wrote:as a tanker you need to be fast in taking out the enemy armor and make sure not to waste your time to be stationary for a long time..

once you take out the enemy armor try to kill or take out the enemy Fobs as fast as you can, and then RTB...

buffing the HE rounds going to make OP against infy, cause its realy good against infy now and i don't like to buff it to act like a Frag shell instead of HE !

while i understand what you mean when an enemy tank show up, but why you go and attack infy in the first place when you know that the enemy Armor is still out there...!?

also loading and changing a shell doesn't take a long time and +plus you have coax MG.....
faster and easy to take down infy with...(use range for your advantage)

im sure the HEAT round is very useful while the enemy Tank loaded AP and can take you out faster than your HE shells !
Well the Idea, would be after you kill the enemy armor... and don't pay attention on the clock, so you still get a first shoot, even if w/ a worse ammo, and deal a good ammount of damage

Also the Buff would be for HEAT damage against tanks, not for HE shells, they are already very powerfull and don't need change

And for changing a shell, while it don't need a long time, it still is a great time that the enemy still can use to find you
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Tank armor changes

Post by PatrickLA_CA »

If you don't pay attention it's your fault not the game's and is what makes players different and makes someone play better than someone else.
In-game: Cobra-PR
Gerfand
Posts: 329
Joined: 2015-11-02 15:24

Re: Tank armor changes

Post by Gerfand »

Well pay attention on game is one thing, and I agree w/ you...
Paying attention on the clock, like if you are playing DOTA/LOL is a different thing.

After thinking about it a little bit, the tank HEAT Shell don't need more damage(you would not use this againts tanks anyway), but the LAT does, as squads will get that as the only way to defend itself against tanks, and sometimes you can only engage the side armor of a Tank
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Tank armor changes

Post by PatrickLA_CA »

I don't know how much exactly damage does LAT do to a tank but I remember killing a T-90A with an AT-4 to the side on Vadso after it being hit once by a tank round. If it takes 2-3 LATs to the side for a T-90 I think it's fine, but we'll have to see first how these new armor changes affect the game.
In-game: Cobra-PR
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Tank armor changes

Post by X-Alt »

Headless86 wrote:Image

AP shell dealing more damage than ATGM rocket (and twice as much as Heavy Anti Tank Rocket). Aight.

If i want to shoot 6 rockets at tanks in order to kill them i just play BF4. Still populated so ima give that a try.
I just lol xD

The reason for these changes will remain a secret regardless. For the giggles ill be taking bets wether were gonna get broken turrets again. Massive nerf incoming to everything. No way you do this and keep the assets as well working as they are right now.

@Nate i expect you to build a lot of TOWs in the future since you seem to know how to place them right and remain hidden so they can get "easy kills". Ayyyylemaoooo
Ayye lmao
'[R-DEV wrote:M42 Zwilling']


Back then, Mats and I (mostly Mats) set up a spreadsheet to collect data on the RHA-equivalent armor thickness for the front/side/rear/top of our vehicles. We got frontal values at least for most of the tanks, but there's a lot missing elsewhere that would need to be estimated. I might be able to ask and get you the link if you want to play around with it. If we want to rework this, I think it's high priority that we do it properly and use RL stats, even if that does mean duplicating and editing a ton of materials. And if we're doing that for armor, it would only make sense to do it for the projectiles that impact the armor as well... this would get pretty complicated.

This is the part where I wonder whether it's really worth it. There would definitely be tons of annoying skrubs everywhere like "omg why did you change a system that worked fine for years and break balance? do you even play the game? @#$%^&* devs" But it's all or nothing IMO. Either we leave it alone, or stupid copy-and-paste balance must die as violently as possible. It'll just be more work later if we end up overhauling it incrementally.

Anyway, if you want to help with trying to make this happen, here's my thoughts on what the model for KE damage should look like. From your posts on the forums, it seems like you want damage to correspond exactly with the most likely outcome of any scenario, i.e. if a 3BM42 penetrator from a T-72M1 hits an M1A1HA on the frontal arc, it should do absolutely nothing. What I would propose is something slightly different, though the end result is pretty similar.

Here's what its armor looks like from the front according to Steel Beasts.
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Now the 3BM42 is supposed to have 450mm penetration at 2000m. Looking at the image, this tank could stop one of those for most of the frontal arc, but not all of it. Possibly the center lower glacis at close range, the area just below the gun, and the turret ring are weak points one could make it thorough.

I don't think reworking the colmeshes to represent these weak areas is feasible. I am told it would be a ton of work, and I don't think we have anyone willing to take that on. We have to simplify and use one material each for front, side, and rear as it is currently ingame (more or less).

Rather than basing damage on the most likely outcome, I think the damage output ingame should prioritize scaling with the probability of making it through, when the projectile is dealing with a large amount of armor. Basing it on the average damage caused by a number of possible RL outcomes is the best we can do IMO. So just for example let's say in real life a T-72 would fire 10 shells at the front of an M1, and only 1 hits a weak area and penetrates, causing, let's say, 1000 damage to destroy the tank. Ingame, we just make each shell do 100 damage. The end result is the same, but the method of getting there is different due to the game engine and limitations we have in time/motivation.

Damage vs. armor it can go through like paper, like a HMMWV's, is another matter. The after-armor effects of solid penetrators like all our tanks use for AP rounds depend on them going through a lot of armor and spraying the resulting fragments everywhere when they make it through. If there's not much armor, there's a decent probability that it overpenetrates.

War Thunder represents this if you've ever played it. I took like 5 hits from T-34s a couple days ago in my M15 AA halftrack and only took a damage to parts that happened to be in the direct path of the projectiles, like 1 unfortunate crew member. I just drove away with minor damage. That's probably what would happen in real life too, and what should be represented ingame by reduced damage as armor decreases. Basically, I think our damage for AP rounds should be based on a formula, which, when graphed would look something like this (13/37 Paint skills amirite?):

Image

This is where HEAT projectiles might be made actually useful, since they have explosives for damage and don't rely so much on bits of metal from the impact, much better than AP against light targets. Their damage graph would look more like a simple curve falling from left to right, again representing the probability of penetrating on the lower end.

One more thing that might influence how we implement this: randomizing damage a little may be possible. K4on discovered that having duplicate materials can result in weird cool stuff. E.g., he said if I were to duplicate the 5.56 material, and have the damage modifier vs. torso as 5 on one duplicate and 0 on the other, I might sometimes one-shot people and sometimes do nothing. When I tested it a little a couple months ago, I only got about 5% variation, but that doesn't mean more isn't possible. I just haven't figured out yet how to control the amount of randomness.

So yeah, what d'ya think about all this? :D Do you need me to rephrase anything? Agree/disagree with my line of thinking on the damage model?
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