Jump to content
EN
Play

Forum

Damage indicators - see exactly how much damage you inflict


Recommended Posts

I think you can understand what is this about by only reading a tittle, but anyway I will explain it. When a tank gets damaged you should see points above which tells you how much you damaged the tank. For example, when a railgun m2 shoots hornet m2, you know how much health left for hornet. Around 25%. And hornet m2 has 138hp. So let's see, after railgun's hit, 25% of 138 equals 34,5, which means 34,5hp left on hornet, so railgun approximately dealt the damage 103,5. So those damage points would fade in and out above the tank like (-103,5), and players could know how much damage deals their turret, and should they MU it or not. I just gave an example for railgun, it's not always the same damage of course. For other turrets, which their strentgh gets low on bigger distances, it's same thing, points only show the dealt damage, and expressed numerical. You've probably met with this before in many other games, but do you think that it would be cool if this gets in this game?
Share your opinions about this.

Share this post


Link to post
Share on other sites

  • Replies 102
  • Created
  • Last Reply

This is not good as you will know how much damage has been dealt to enemy.

You know it anyway, if you know the protection of the hull that you shoot, and the damage that deals the turret which from you shoot, you already know how much damage you have dealt, I just said it should be expressed numerical, it should be easier maybe for beginners or something like that.

Share this post


Link to post
Share on other sites

and it would be easier to know that if you hit an enemy or not. It can be tricky when using railgun, when he tries to shoot an enemy in motion, he could know that if he had hit him or not, so I don't think this is bad.

Share this post


Link to post
Share on other sites

Exactly why it is bad. If you use railgun you still don't know whether the damage was maximum or minimum. Same goes for thunder's splash damage.

Share this post


Link to post
Share on other sites

the players in most cases heal them selves, maybe you could know how many time you need to hit him to kill him, a lot of things will ve easier, and also you would know if a tanker MU-ed a hull or a turret, a lot of benefits, and it exist in most games

Share this post


Link to post
Share on other sites

the players in most cases heal them selves, maybe you could know how many time you need to hit him to kill him, a lot of things will ve easier, and also you would know if a tanker MU-ed a hull or a turret, a lot of benefits, and it exist in most games

So basically, you want to see enemy's health bar? No, thank you. We don't want to destroy the game.

Share this post


Link to post
Share on other sites

So basically, you want to see enemy's health bar? No, thank you. We don't want to destroy the game.

It's not that I want to see their health bar, you didn't understand it well

Share this post


Link to post
Share on other sites

This is like saying in a card game, they should post which cards have been played or whatever. If you are smart enough to figure all that out, enjoy. Otherwise, let it go.

Share this post


Link to post
Share on other sites

Under review

[gmpl] [vsfx]

 

They have that in the game trailer video, in the Materials section, which is accessed via the button on top of the page.
It looks something like this:

uT0kkDM.jpg

 

24.06.16 Update:

Planned

 

15.08.16 Update:

Started

 

19.10.16 Update:
Completed
 

Share this post


Link to post
Share on other sites

nah this isnt good

then players will start to drug more & its not good if the enemy gets to know that your tank is low in HP

This is only good to know that you glitched and your hits have no effect before you use two clips of Rico and wonder why the stupid tank is not dying. :)

Share this post


Link to post
Share on other sites

This is only good to know that you glitched and your hits have no effect before you use two clips of Rico and wonder why the stupid tank is not dying. :)

that occurs when your lagging but u should be able to understand that if you're intelliegent 

its better if others dont get to know the amount of HP remaining(except team members

Share this post


Link to post
Share on other sites

Love the idea, as it would tel you how much damage you are inflicting per shot. On the other hand I think the graphics required to show this for every tank in a battle would add to lag.

Share this post


Link to post
Share on other sites

Love the idea, as it would tel you how much damage you are inflicting per shot. On the other hand I think the graphics required to show this for every tank in a battle would add to lag.

I do not think that would add to the lag because the client can count that. I think it may affect FPS though.

I do not think this is necessary. I even think it is extra clutter on the screen. You better know how much damage your turret deals roughly anyway. You should be watching other tanks instead of doing a math test adding numbers as you play. :P

Share this post


Link to post
Share on other sites

  • Developer

On the second thought...

 

Sometime ago we used gameanalytics to recive a basic scoring of the game. Interesting to know they did point out that "It would be good to see how much damage the opponent’s tanks have taken. This extra information would help to add a strategic aspect to the game."

 

I was sceptical about it, because looking after enemy tanks and calculating how much damage is being dealt is kinda the key to be good player in DM. Now I might be able to see why this is not a bad idea at all.

 

First of all is "strategic aspect to the game". Current system, when you doesn't know how much damage has been dealt, makes it unclear how much shots you need to destroy the enemy. You know how much shots you generally need to take out a certain tank, but there always some fluctuations. This is most annoying with railgun. When you know you can kill a tank with 2 shots but sometimes it takes 3? And it always like "oh hell, not again" when tank survives 3rd shot? Letting you see how much damage you dealt can make it easy for you and you can react properly.

 

But what about that key aspect of skill in DM? Well, you can put this system in the smart way by showing only the damage of your own gun. In this case that core skill of reading how much damage enemy tank has taken will still be valuable.

 

But there is more to it. By showing numerical points of damage the game will be able to tell you that enemy tank got protection against your weapon! You see, we got a problem. Two of them, actually. With MUing of hulls, weapons and paints there is no longer a way to know how much shots you need to put in certain tank. There is always trial and error involved. So, the "strategic aspect to the game" is actually diminished. This is followed by another problem. We are can not detach protection from the paints. We'd love to! This could allow us to give you more interesting variants of both paints and protections as well as allow you to combine them the way you like it. But the visuals of the paint is an only way to show you which guns will be ineffective against certain enemy therefore we can't do that. With this idea there will be an opportunity for better customization in the game.

 

Besides, you can always use an option to hide numbers from the screen if you don't like them.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...