This would probably be either extra damage increasing with how vertical the hit is, or damage going to the hull when the top is hit.
Hitting the top of the vehicle used to ignore armor completely. Obviously that didn't work out too well.
Yeah I miss 1 hit killing moving LT's with my mowtar from 60 feet away. But this idea is ok.. I'm not sure if it has its own hit box and all that jazz. I think the dev's need say how feasible it is first before further discussing.
If it was done before, then presumably it's feasible to code. How did it not work out before? Grenadiers are supposed to be able to kill tanks, especially stationary tanks. If there's reflective, then increasing damage with how vertical the shot is should also be feasible.
Lotta maps have higher ground advantages. If you buy a full armored heavy, what fucking use is it if it can be killed from a high ground.
Heavy has more hull, doesn't it? I think it's reasonable to have an APC or rifleman clear the high ground for tanks to move around below.
That kind of is the point of having higher ground, and attacking tanks from above, by bombing them and stuff. Get it? Not too easy, since tanks are evil, scary, and carry big fat guns that kill you dead anyway.
The APC can't because it's a tank and it dies. The riflemen can't because mortars own from high ground and the enemy probably has riflemen too. In any case having a heavy tank is a substantial investment, it shouldn't die to one or two grens.
A few months back, there was a similar thread about increased damage to the top. Full damage to the hull from a top attack seems a bit much, half damage or lots of heat seem more balanced.
I like the idea of having some kind of weak spot on a tank but I think it should be the back side. Limit the amount of plates on the back side of every tank so they cant just rush in destroy a bunch of stuff and run away/repair and do it all over again.
Weak spots are determined by the tank builder as of now, but that would give BE an advantage in the beginning and NF and advantage in mid-late game if the top became a weak spot due to the size and shape of the tanks. This could definitely change gameplay for grens, and particularly for riflemen on escort, dropping sticky bombs on top of pickled's Bio engine heavy, resulting in a very angry pickle. But that case only pertains to situations were heavies drive dangerously close to catwalks either by choice or are forced to do so, so that should not be taken into account.
I think that it should be about 1.25 times if it hits on top and in front or sides and 1.5-1.75 if its top and back
I was the one who made the thread on this a few months back. I would be against simply applying damage directly to the hull -- that weakens armor, which is a bad idea IMHO. Armor is supposed to be important. Instead, just increase the overall damage it does.
/The riflemen can't because mortars own from high ground/ Riflemen find it difficult, but it's certainly feasible. Being up against a weapon that you can watch arriving and then dodge isn't so bad. I can clear high ground as a rifleman.
with this idea , imagine what will happen when aircrafts will be on ? They would kick tank's ass so fastly . Maybe we should add armor for tank top ? a weaker one. that's if we accept this idea of course. But I agree that a heavy tank shouldn't die too fastly.
I don't see how aircraft can fit into the current game at all, let think of how to balance the current game against whatever aircraft things may be implemented. Personally I'm skeptical that the aircraft will work out.
It won't affect the current empires classic maps.. New much bigger maps will be made for aircraft. And I'm guessing making air craft factories on smaller maps will be disabled.
When that happens, aircraft weapons can simply have their damage to tanks adjusted to compensate... if it proves necessary. Or the bonus can apply only for RPGs (since we don't want arty benefiting from it, either... probably.)