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more damage when moving towards the enemy


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It makes full physical sense that when adding the kinetic energy of the hull to the bullet it makes more damage, this would be a big thing and increase skill requirements in the game. Ofcourse the difference would be slight but against two same turrets, the most skilled one would win.

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Declined

..because when I think it through, I start to assume you over estimate the usefulness and the impact on the game.

Feel free to read that post, then please think it through again.

 

Which turrets?

only three turrets do deal damage by making use of their shot's/shell's/... kinetic energy. Those are

  • Rail
  • Hammer
  • and Vulcan

 

How much would it be?  (maths in spoiler)

  • Rail would gain 3,5% more damage;
  • Vulcan maybe 5%,
  • Hammer unknown

 

Now please consider, that if a tank moves forward, it is also "hit harder" by the shell of the other tank that stands still.. simply because the target moves towards the shell. Now we could say "move fwd if you shoot, move backward if you are shot at".. but I doubt that the tanks will invest their movement into moving fwd/backwd straight(!) towards/from the enemy to gain 3%..5% - instead of moving sideways to dodge (chance to reduce the damage by 100%), or to seek cover (chance to reduce the damage by 100%).

 

Feel free to continue the discussion if your disagree;

it's just declined, not locked up

 

 

 

 

others simply don't

  • Firebird
  • Freeze
  • Isida
  • Twins
  • Ricochet
  • ...plasma in size of the projectiles is pretty light weight stuff, and as we can trace the bullets with our eyes they are pretty slow. So the damage can't come from the kinetic impact..
  • Smoky (HEAT shells, velocity does not matter)
  • Shaft (HEAT shells, velocity does not matter)
  • Striker (explosive shells, velocity does not matter)
  • Thunder (explosive shells, velocity does not matter)
  • Magnum (explosive shells, velocity does not matter)

 

 

 

Actually it's not the (quite high) kinetic energy of the tank (mass_tank  x  v_tank^2 / 2) that is added to the shot's kinetic energy - it's only the tank's speed that can be added to the shell's speed. Therefore the kinetic energy of the shell increases, but only by a very small amount.

your assumtion/wording:  

E = m_TANK * v_TANK2 / 2    +    m_SHELL * v_SHELL2 / 2

my assumption: 

E = m_SHELL * (v_SHELL + v_TANK)2 / 2

 

Railgun shots may travel with up to 1700m/s  (wikipedia, "to 1,700 m/s (5,600 ft/s)[4] for tank guns firing kinetic energy penetrator ammunition"). A small-size tank can drive aprox 100km/h, which converts to roughly 30m/s.

 

The difference in % would be

(v_sHELL + v_TANK)2 / (v_sHELL)2

(1700 + 30)2 / 17002

= 103,56%

 

If the Vulcan has an (guessed) v0 of 1200m/s, it would reach 105%

 

 

 

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but for explosive shells if the ammo hits the target at a higher velocity the reaction would happen at a faster rate causing more damage due to the energy released being more concentrated within a shorter period of time?

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Disregarding the aspect of whether or not this is realistic, how does this feature benefit gameplay? All it does is add a new mechanic that barely makes any difference.

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I just believe it would change 1 v 1 duels since the luckiest person wins on a twins mammoth fight


Declined

..because when I think it through, I start to assume you over estimate the usefulness and the impact on the game.

Feel free to read that post, then please think it through again.

 

Which turrets?

only three turrets do deal damage by making use of their shot's/shell's/... kinetic energy. Those are

  • Rail
  • Hammer
  • and Vulcan

 

How much would it be?  (maths in spoiler)

  • Rail would gain 3,5% more damage;
  • Vulcan maybe 5%,
  • Hammer unknown

 

Now please consider, that if a tank moves forward, it is also "hit harder" by the shell of the other tank that stands still.. simply because the target moves towards the shell. Now we could say "move fwd if you shoot, move backward if you are shot at".. but I doubt that the tanks will invest their movement into moving fwd/backwd straight(!) towards/from the enemy to gain 3%..5% - instead of moving sideways to dodge (chance to reduce the damage by 100%), or to seek cover (chance to reduce the damage by 100%).

 

Feel free to continue the discussion if your disagree;

it's just declined, not locked up

 

 

 

 

others simply don't

  • Firebird
  • Freeze
  • Isida
  • Twins
  • Ricochet
  • ...plasma in size of the projectiles is pretty light weight stuff, and as we can trace the bullets with our eyes they are pretty slow. So the damage can't come from the kinetic impact..
  • Smoky (HEAT shells, velocity does not matter)
  • Shaft (HEAT shells, velocity does not matter)
  • Striker (explosive shells, velocity does not matter)
  • Thunder (explosive shells, velocity does not matter)
  • Magnum (explosive shells, velocity does not matter)

 

 

 

Actually it's not the (quite high) kinetic energy of the tank (mass_tank  x  v_tank^2 / 2) that is added to the shot's kinetic energy - it's only the tank's speed that can be added to the shell's speed. Therefore the kinetic energy of the shell increases, but only by a very small amount.

your assumtion/wording:  

E = m_TANK * v_TANK2 / 2    +    m_SHELL * v_SHELL2 / 2

my assumption: 

E = m_SHELL * (v_SHELL + v_TANK)2 / 2

 

Railgun shots may travel with up to 1700m/s  (wikipedia, "to 1,700 m/s (5,600 ft/s)[4] for tank guns firing kinetic energy penetrator ammunition"). A small-size tank can drive aprox 100km/h, which converts to roughly 30m/s.

 

The difference in % would be

(v_sHELL + v_TANK)2 / (v_sHELL)2

(1700 + 30)2 / 17002

= 103,56%

 

If the Vulcan has an (guessed) v0 of 1200m/s, it would reach 105%

 

 

Probably you are right, but every turret except freeze fire and isida would have it, this game isnt known for its realism. I would calculate the bullet weight of plasma by the impact done to the target, for example look at rico and shaft. Those stuff are depicted pretty heavy.

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But as you can see players constantly move so its a very good thing for those skilled people. I still believe this idea is wonderful and would love it to get implemented.

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Pure HE shots have no decrease in damage over range because they are not supposed to penetrate. However, Thunder damage decreases over range so I think it uses some type of APHE. Smoky uses AP or APHE, criticals are HEAT as written on TO wiki. Shaft is some type of APCR or APDS for sure.

 

This would add too much complexity to the game which has nothing like angling or LOS armor... TO has drugs...

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Pure HE shots have no decrease in damage over range because they are not supposed to penetrate. However, Thunder damage decreases over range so I think it uses some type of APHE. Smoky uses AP or APHE, criticals are HEAT as written on TO wiki. Shaft is some type of APCR or APDS for sure.

 

This would add too much complexity to the game which has nothing like angling or LOS armor... TO has drugs...

yep. you are a noob O.o

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yep. you are a noob O.o

I am not a noob. I play also War Thunder, realistic tank/airplane simulator where angling, LOS armor, ammo racks, crew displacement and other realistic features are implemented so I know something about this.

 

Slower bullet speed means less penetration and less shrapnel in the tank but when you slow or speed up the bullet by 5-12 m/s (6,5-15,6 with SB), the effect is too small to be considered. If the effect was big, everyone in War Thunder would reverse when they expect to be shot.

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