Author Topic: Tanksystem Update  (Read 16029 times)

Offline Miklas

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Re: Tanksystem Update
« Reply #105 on: 12-11-2013, 21:11:20 »
But majority seems to be happy and non-complaining  ;D

Fact. Nothing but smiles on my end.
Same here.

Besides, with the numbers Lightning posted you can still 1s1k a Sherman to the side up to 485 meters, which is plenty I think.
I'm really looking forward to the new release.

Offline colores

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Re: Tanksystem Update
« Reply #106 on: 15-11-2013, 03:11:47 »
Thanks devs and testers for your effort!

Offline Erwin

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Re: Tanksystem Update
« Reply #107 on: 15-11-2013, 12:11:21 »
I disagree with " This is a game certain things should last longer " thought.

Should we reduce rifle damage so Infantry fights could last longer too?

1S1K in tanking means you need more teamwork, like it or not. No more lone tankers going against flags or enemy hordes, you need spots and you need to act carefully. My favorite thing in FH1 was hunting down people camping in Tiger(s) or King Tiger(s), I always knew where they were there because I was getting reports. And this was before 3d map spots.

And yes, this also includes bigger tanks like KT gets killed with 1 shot in certain situations.
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Offline jan_kurator

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Re: Tanksystem Update
« Reply #108 on: 15-11-2013, 12:11:36 »
Should we reduce rifle damage so Infantry fights could last longer too?
No, it's completely different thing. Some tanks could stand few shots and remain operational. 1S1K in infantry combat (keep in mind that not all shots are 1s1k!!) represent the situation when you get shot badly (not only killed but also heavily wounded) what will keep you from fighting for some time and FH2 is a shooter game, not field hospital simulator.

Making tank combat more binary isn't really very realistic. Vehicle combat lasts longer because you need to take into account many real live events like partial penetration shots which could affects overal armor strength (hence hit points drop), penetration shots that haven't killed tank crew (in FH2 one player represent whole crew, hence hit points drop). We also lack partial damage (tank immobility, turret damage etc.) So, hit points and FH2's damage system, which is based on real life values of armor thickness and different caliber projectiles penetration capability btw, are there to represent that. Some penetration shot's in game only damage tanks because, supposedly, if low caliber penetrates it produces very low shrapnel inside the tank crew compartment, etc. Tank combat is much more complex than infantry fights. Also it has been changed lately and in fact, there more 1s1k now, so what about testing it before you complain?

Thing which makes tank combat feel less realistic is that, in most occasions IRL, crew would abandon damaged tank and won't risk their lifes. In FH2 nobody is "afraid of dying" but it also affect infantry combat, hence so much runnin 'n gunnin even is system is quite realisic.
« Last Edit: 15-11-2013, 13:11:19 by jan_kurator »

Offline Erwin

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Re: Tanksystem Update
« Reply #109 on: 15-11-2013, 14:11:42 »
I'm talking about 2.45 system.

I hope it will be completely fixed with this new update.
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Offline kingtiger1891

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Re: Tanksystem Update
« Reply #110 on: 15-11-2013, 22:11:44 »
I'm talking about 2.45 system.

I hope it will be completely fixed with this new update.
From the detail released in this thread it's not a complete fix at all, more of a slight compromise to the 2.45 arcade crap. Sorry devs, I don't want to discourage you but personally I won't come back to FH2 as long as it's indulged in this "tank fight last longer" fantasy. And I doubt any of those who left in 2.45 would do.

Offline Leopardi

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Re: Tanksystem Update
« Reply #111 on: 16-11-2013, 10:11:32 »
I'm talking about 2.45 system.

I hope it will be completely fixed with this new update.
From the detail released in this thread it's not a complete fix at all, more of a slight compromise to the 2.45 arcade crap. Sorry devs, I don't want to discourage you but personally I won't come back to FH2 as long as it's indulged in this "tank fight last longer" fantasy. And I doubt any of those who left in 2.45 would do.
~500m for sherman 1s1k seems pretty good compromise to me. It guarantees that in pretty much every engagement you can blow it up in 1 shot.

Offline hitm4k3r

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Re: Tanksystem Update
« Reply #112 on: 16-11-2013, 12:11:09 »
Exactly. I don't understand people who have not even tested it and try to judge it. It is no fantasy crap, it is the result of some hard work and alot of discussions and research. People simply have no idea how far 500m are ingame. You can snipe enemy tanks over half the map.

Offline THeTA0123

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Re: Tanksystem Update
« Reply #113 on: 16-11-2013, 12:11:51 »
I'm talking about 2.45 system.

I hope it will be completely fixed with this new update.
From the detail released in this thread it's not a complete fix at all, more of a slight compromise to the 2.45 arcade crap. Sorry devs, I don't want to discourage you but personally I won't come back to FH2 as long as it's indulged in this "tank fight last longer" fantasy. And I doubt any of those who left in 2.45 would do.
~500m for sherman 1s1k seems pretty good compromise to me. It guarantees that in pretty much every engagement you can blow it up in 1 shot.
But then i wanna see a panther tank light up from the sides aswel :/
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Offline Lightning

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Re: Tanksystem Update
« Reply #114 on: 16-11-2013, 15:11:21 »
Exactly. I don't understand people who have not even tested it and try to judge it. It is no fantasy crap, it is the result of some hard work and alot of discussions and research. People simply have no idea how far 500m are ingame. You can snipe enemy tanks over half the map.
I don't agree with this statement to be honest.

Let's go through the 5 points of the tank damage system I noted earlier and see how the values for each are determined.

1. Base damage and minimum damage

Base damage = 50 + Calibre in mm
Minimum damage = Calibre in cm * 25

Note that the unmodified damage a projectile does depends solely on the calibre of the projectile. This means that the unmodified damage of the Sherman's 75mmL40 and the Panther's 75mmL70 are identical.

2. Distance modifier

The distance modifier for all AP projectiles in the latest beta is currently a linear decrease from base damage to minimum damage over 600 metres. Note that this means that the Panther's 75mmL70 loses damage just as quickly as the Sherman's 75mmL40! If we compare the actual penetration tables for the 75mmL70 and the 75mmL40 we see that at 500 metres the 75mmL70 penetrates 120mm and at 2000m 90mm and that the 75mmL40 penetrates 70mm at 455 metres and 50mm at 1820m. Thus the 75mmL70 retains 75% of its damage at that distance and the 75mmL40  under 70% (it is hard to compare, as the distances aren't directly comparable). If we look at the 75mmL43 for example, we see only a 63% damage retention. Thus, it makes little sense to have the same distance modifier for all projectiles, yet this is exactly the case.

3. Material modifier

Each projectile is assigned a material based on the penetration it has at 500 metres at 30 degrees (basic reported value in literature). We saw in the previous point that the 75mmL70 penetrates 120mm, so it gets the material "120mm_penetration".

Do note that the actual penetration is 124mm, but since we only have materials at 10mm intervals, we have to use 120mm. Making materials for every 5mm interval will make the damage impossible to manage (if it isn't already!).

To calculate the material damage modifier we use the following algorithm.

The 120mm penetrating projectile will have a damage modifier of 3.75 against 120mm thick armour. For every 10mm less armour you have, your damage modifier will increase by 1.5. For anything above the penetrating values, the damage modifier will be 0 (no penetration).

So, against the Sherman's 80mm front armour you will have 3.75 + 1.5 * 4 = 9.75.
The Sherman has 70mm penetration, so it will not penetrate 80mm.

Against the Sherman's 40mm side armour the 75mmL70 will have 3.75 + 1.5 * 8 = 12.75.
Against 40mm the Sherman's 75mmL40 will have 3.75 + 1.5 * 3 = 8.25.

This has been the major change from 2.4 to 2.45. Before this, the relation was exponential.

4. Anglemod

I am not 100% sure how the anglemod works and I can't check, because its discussion was mostly held in a section of the old internal forum that was not fully copied.

At any rate, the anglemod regulates the damage done, so it will only be applied on penetrating hits. Then, the angle is checked, in increments I believe, and another damage modifier is executed. Due to its quantified nature, it does not follow the sine curve exactly, but rather does 100% damage up to 20 degrees and 0% damage over 80 degrees or something along those lines.

This is actually, in my opinion, the factor in the damage calculation that is least arbitrary and most closely follows the physical world.

5. Hitpoints

This is probably the most arbitrary values in the damage calculation.

The general formula is:

(Side armour (in mm) + Rear armour (in mm)) / 2 * 25

So for the Tiger that would mean: (80 + 80) / 2 * 25 = 2000
For the Sherman: (40 + 40) / 2 * 25 = 1000

These values are however often modified. For example, the Tiger actually only has 1500 hitpoints, because otherwise it would be far too powerful.




Of these 5 points, the internal beta differs from the 2.45 public release only in 2 things:
1. The range modifier has been changed to have minimum damage at 600 instead of 300.
2. Some few vehicles have had their hitpoints changed based on individual feedback.

Of course, there are other changes, such as the awesome new collision meshes, which greatly reduce the chances of greatly unexpected results, such as accidentally hitting at an odd angle because of a bad collision mesh or getting hits that do no damage.



But do not be fooled by the range modifier. This is actually a pretty large change.

Minimum damage is generally about 40% of base damage. In 2.45 at 300m you will do 40% of base damage. Now you will do 70% of base damage, so that is nearly twice as much. However, the further you get from 300m, the smaller the difference between 2.45 and the current beta will be. So at point blank range and at 600 you will do the same amounts of damage in both 2.45 and the beta.

Offline jan_kurator

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Re: Tanksystem Update
« Reply #115 on: 16-11-2013, 15:11:22 »
So at point blank range and at 600 you will do the same amounts of damage in both 2.45 and the beta.
Technically yes, but before people will start to complain again. It seems that a lot of point blank shots in 2.45 are calculated as angle shots, even if they look like clear sideshots, what reduces their damage and result in most WTF moments in game. It won't happen with new collision meshes anymore.


P.S. I dunno was it already mentioned but panzerfaust 30 have been fixed.

Offline PanzerKnacker

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Re: Tanksystem Update
« Reply #116 on: 16-11-2013, 15:11:41 »
1 shot kill everything from infantry to churchills?
He was not wrong. Amateurs talk tactics, pros talk logistics.

Offline Eat Uranium

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Re: Tanksystem Update
« Reply #117 on: 16-11-2013, 16:11:03 »
4. Anglemod

I am not 100% sure how the anglemod works and I can't check, because its discussion was mostly held in a section of the old internal forum that was not fully copied.

At any rate, the anglemod regulates the damage done, so it will only be applied on penetrating hits. Then, the angle is checked, in increments I believe, and another damage modifier is executed. Due to its quantified nature, it does not follow the sine curve exactly, but rather does 100% damage up to 20 degrees and 0% damage over 80 degrees or something along those lines.

This is actually, in my opinion, the factor in the damage calculation that is least arbitrary and most closely follows the physical world.
A hit from 0 to 60 deg from the surface normal does 100% damage.  Any hit at a greater angle does less, and the greater the angle the lower the damage.  There are 2 parameters that affect this, one is global and the other is per vehicle.  I cannot remember how they affect it exactly, but the vehicle one can be used to 'turn it off'.

Offline Chad1992

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Re: Tanksystem Update
« Reply #118 on: 16-11-2013, 17:11:13 »
From the detail released in this thread it's not a complete fix at all, more of a slight compromise to the 2.45 arcade crap. Sorry devs, I don't want to discourage you but personally I won't come back to FH2 as long as it's indulged in this "tank fight last longer" fantasy. And I doubt any of those who left in 2.45 would do.
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« Last Edit: 16-11-2013, 18:11:06 by Chad1992 »


Offline Lightning

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Re: Tanksystem Update
« Reply #119 on: 16-11-2013, 19:11:00 »
A hit from 0 to 60 deg from the surface normal does 100% damage.  Any hit at a greater angle does less, and the greater the angle the lower the damage.  There are 2 parameters that affect this, one is global and the other is per vehicle.  I cannot remember how they affect it exactly, but the vehicle one can be used to 'turn it off'.
What? So I've been angling my tank since 2.4 for no reason at all? Well scratch that being the most realistic and least arbitrary part of the damage system then...

This kind of information really should be documented somewhere.