Vehicle damage system

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Mats391
PR:BF2 Lead Developer
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Vehicle damage system

Post by Mats391 »

Please leave feedback regarding the changes to the vehicle damage system. You can read about the changes here
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Raidonrai
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Joined: 2015-01-23 15:17

Re: Vehicle damage system

Post by Raidonrai »

Got LAT'd in the side in T-90 on Falcon, gun got disabled.

Got AP'd once in the front in T-90 on Falcon, gun got disabled.

Feel like both of those situations shouldn't happen. A single LAT shot anywhere on a tank should never have a chance of disabling anything. Once you start getting to 3+ strong LAT shots to the side/rear is when it should become possible on a tank. Don't think it really needs explaining why a single AP shell to the front of a tank disabling the gun is bad for gameplay.

imo for APCs it should be

Front: Medium chance of disabling gun, no chance of tracking
Side: High chance of disabling gun, low chance of tracking
Back: Guarantee of disabling gun, high chance of tracking
Last edited by Raidonrai on 2018-08-11 11:15, edited 2 times in total.
Hunter291
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Joined: 2015-06-01 21:43

Re: Vehicle damage system

Post by Hunter291 »

I think the chances of being tracked or disabled is way to high. I think 40% at 50% would be nice
DogACTUAL
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Re: Vehicle damage system

Post by DogACTUAL »

I tested this shit a lot on training server with friends. We tried it many times and when we fired 1 AP at undamaged MBT frontal armour around one third of them disabled the gun, while tracking rarely happened. Two AP to the front resulted in about half of the tanks getting gun disabled but again tracking almost never happened.

We also tested LAT to MBT side armour, gun was disabled a few times but it didn't happen as often as people claim.

Imo tracking should happen a bit more often and gun disabling should happen a bit less, let them meet closer to the middle somewhere.
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
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''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
AlonTavor
PR:BF2 Developer
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Re: Vehicle damage system

Post by AlonTavor »

Yea we're adjusting it a bit to that direction
Carti
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Joined: 2018-06-24 12:10

Re: Vehicle damage system

Post by Carti »

For me it felt fine. But I understand what DogActual is saying as well.
Carti
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Joined: 2018-06-24 12:10

Re: Vehicle damage system

Post by Carti »

Tested it more and I think the chance of your gun getting disabled should be a bit lower. But other than that its great.
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Mats391
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Re: Vehicle damage system

Post by Mats391 »

Changes we are looking into right now:
  • No disabling above 80% HP
  • Change the formula to max out at 50% chance
  • Increase the chance of wheels/tracks getting disabled relative to gun
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PBAsydney
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Re: Vehicle damage system

Post by PBAsydney »

Mats391 wrote:Changes we are looking into right now:
  • No disabling above 80% HP
  • Change the formula to max out at 50% chance
  • Increase the chance of wheels/tracks getting disabled relative to gun
It's an improvement. I still think the chance of tank disabling another tank with a front armor shot should be 0. Otherwise it promotes even more static tank gameplay than the BF2 network prediction already does.
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Mats391
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Re: Vehicle damage system

Post by Mats391 »

PBAsydney wrote:It's an improvement. I still think the chance of tank disabling another tank with a front armor shot should be 0. Otherwise it promotes even more static tank gameplay than the BF2 network prediction already does.
We cannot detect what projectile hit where on a vehicle. We can only monitor changes in HP. A tank shot to the front deals 33% damage, so to make sure the first shot never disables we would have to change it to no disabling above 60% HP. With that however disabling would become a very rare thing again and a lot of infantry weapons would become useless at fighting vehicles.
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DogACTUAL
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Re: Vehicle damage system

Post by DogACTUAL »

I also think a small chance of disabling with 1 frontal AP hit is actually good to combat that gamey hitpoints meta where people push a damaged tank with their tank knowing they can and will take 1 AP hit but have zero risk of losing.

Imagine if this game had a war thunder like system such a tactic would be ill adviced as well.
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
Carti
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Joined: 2018-06-24 12:10

Re: Vehicle damage system

Post by Carti »

Mats391 wrote:Changes we are looking into right now:
  • No disabling above 80% HP
  • Change the formula to max out at 50% chance
  • Increase the chance of wheels/tracks getting disabled relative to gun
-Great
-Also great
-Yeah but not a lot

I personally would do something like this (excuse my paint skills lol)
https://imgur.com/a/w2lHlxK
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Mats391
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Re: Vehicle damage system

Post by Mats391 »

This is what the adjusted graph would look like:
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Max chance for wheels/tracks disabling stays the same, chance for gun disabling gets reduced.
In numbers this means for gun disabling for tanks:
Chance of front AP hit to disable:
Right now: ~31%
New: ~16%

Chance of front ATGM hit to disable:
Right now: ~16%
New: ~7%
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Raidonrai
Posts: 90
Joined: 2015-01-23 15:17

Re: Vehicle damage system

Post by Raidonrai »

Those new numbers are much more reasonable and has shifted the risk/reward in the right direction, tyvm.
DogACTUAL
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Joined: 2016-05-21 01:13

Re: Vehicle damage system

Post by DogACTUAL »

Can't believe i am suggesting this, but can you make the max chance for wheels/track disabling a bit higher?
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
Carti
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Re: Vehicle damage system

Post by Carti »

DogACTUAL wrote:Can't believe i am suggesting this, but can you make the max chance for wheels/track disabling a bit higher?
Yeah because if the devs implement the newer graph it would be literally impossible to kill vehicles. I guess it would be fun for apc/tank players but not so much for inf.
solidfire93
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Re: Vehicle damage system

Post by solidfire93 »

Gun/Cannon disabling is way better than disabling wheels/tracks, imo i say lets test a bit with this small change and see what happens, cause when the gun of a Tank/IFV/apc get disabled it wont be able to engage enemies and got no choice other than RTBing to main and repair, or find a logi out there... and that's a good thing for infy.
DogACTUAL
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Joined: 2016-05-21 01:13

Re: Vehicle damage system

Post by DogACTUAL »

Reasonable idea. I just asked for a bit more track disabling since when testing it it almost never happened.
Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
solidfire93
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Re: Vehicle damage system

Post by solidfire93 »

DogACTUAL wrote:Reasonable idea. I just asked for a bit more track disabling since when testing it it almost never happened.
yes it should get a bit higher, but for getting hit by HAT/ATGM's not LAT, Also i hope those fixed cannons that we have around Kozelsk, fools road, and Dragon fly, be able to disable Tank,APC gun breech or at least track their turrets... maybe i'll try to test them :) see if they any good now !
PBAsydney
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Re: Vehicle damage system

Post by PBAsydney »

Lost the tracks on a Leopard to a single AP to front armor after getting the drop on two enemy tanks. Really adds an annoying RNG factor to tank fights. Is it unreasonable that tracking should only occur if damage taken is more than the 33% that the frontal AP will do? All APCs will take more than that in damage from a single LAT anyway so the LAT vs APC balance should stay the same.
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