![]() Penetration Equation: P = min(S0,max(P0,S))*M*R*A If the ammo used doesn't have Pen Bonuses, they are equal to 1 for the following equation. A: Angle Bonus (Pen Bonus multiplier for Rear/Side shots only).M: Ammo Type Multiplier (Innate characteristic to each ammo).Hard coded value unique to each armored vehicle) ![]() S0: Maximum Armour Stripped (%) (Most vehicles cannot have all their armour removed, there's always a small amount of armour that remains.P0: Base penetration chance (%) (Hard coded value unique to each armored vehicle).Vehicles that have Tank Armor: Armored Cars, Landing APCs, Half-Tracks, Tankettes, Tanks. More direct shots (orthogonal) have a higher chance to penetrate the side and rear armour (side/rear being defined by the vehicle hitbox and not by subsystems like tracks).ĭeflected shots make a "pssht" sound and produce sparks.Closer shots have a higher chance to penetrate (starts below 25 meters).Different ammo types have different chances to penetrate Tank Armor.Ĭertain shells have bonuses to penetration chance when hitting Tank Armor (mentioned in their description): Every penetrating shot reduces the vehicle's Tank Armor value (by the damage amount), making the next shots more likely to penetrate. Vehicles with higher tank armor have a higher chance to deflect incoming fire. All other types of weapons will always cause damage, but usually less than a penetrating armour-piercing shell. Ironically, if a weapon or ammo type's description specify it can penetrate armour that means it has a chance to be deflected. Only certain types of shells can be deflected: all armour piercing damage sources, 20mm, 30mm, 40mm, 75mm, and RPGs. Deflected shots do not cause any damage and penetrating shots deal their full damage. ![]() Tank Armor is a hidden parameter of most armored vehicles, allowing to potentially deflect certain kinds of incoming fire. ![]()
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