i think maybe 10% with maybe a 15% critical hit kinda a thing to the hull, the main thing is to scare the driver and to make the driver more vulnerable to other attacks or more grens, heck u may even scare the engy in it to back away and take forever to repair the armor AND the hull instead of just the easily repairable armor i want either this suggestion or non repairable hull to be implemented in game, maybe a combo of the 2, except that its 5% instead i also support this to be a skill instead of a regular thing, maybe like a previous suggestion switch the vehicle armor and vehicle damage and make vehicle damage do this
That would be bad as grens would then get out of their tanks if they meet another tank just to hit the enemy with the rpg, so they can slow down the enemy by damaging his hull. RPG would damage hull directly, but tank-mounted weapons wouldn't? Is that good? Penalty for having Your hull damaged is severe, it decreases Your ability to move. If We make it so rpg takes a set percent of armor every shot, everyone will use the cheapest armor against infantry, as it won't matter what it is... In 2.24 if You know that You will fight against infantry, You can get Yourself reactive armor, that is good against missiles (if I remember correctly), or get regen and turn in circles. That's a cool thing, You can react to what the enemy is doing.
over your fear as tanker you prolly forget about your frustration as grenadier. but i agree on the rest you said fixed dmg to hull or armor isnt good. but we have two other nice suggestions for this in some other RPG thread. i think a combination of both would be nice. they are scaleing rpgs (at best with a smaller percentage and a damage modifier - like 15% of total health + 50) and permanent hull damage (= repairs only possible on rep pad). the values prolly will need adjustment i used the ones aquillon suggested.
Why are you listing pro/cons? This thread is to discuss the idea and THEN decide how good it is. You didn't give me a single reason to implement this.
this seems like a bad idea even if you take the CV out of the mix, it dosent really make alot of sense... why are we trying to make grens able to beat heavy tanks? i dont get how 1ticker<1400 res tank.
I say the mortar should be used for anti-infantry support, and not direct fire. But adding a hull effect to the rpg would be a good idea, since rpgs are really supposed to pierce the armor with its shaped charge anyway.
it is universally understood that grens suck against tanks, and implicit in this suggestion is that this would be one way to make them not suck against tanks. srsly, devs fail this hard at logic? empires is doomed =(
because you not only get semi-invulnerability (you need to be pretty stupid to currently die due to infantry in your heavy) but you also get absurd firepower and seven-league boots - thats a bit much bonus for 1.4k ... and you can outfit 8-12 guys (depending on the server) with that, while at that point the other team cant even get jeeps out usually.
I don't like this suggestion. Sorry Commie =/ I just think RPG upgrades should include stuff other than just damage, like guidance, speed, etc. And that they should be far quicker to research to, and cheap. Getting fully upgraded RPGs shouldn't set you back more than 2 minutes in a direction where nothing but RPGs is, research tree-wise.
IDK, it seems a little over-the-top. Researching could be a good offset for tanks always beating gren.s, but so would increasing gren. damage... My opinion: undecided.
I think it would be cool if just the mowtar did this cause the RPG is already getting buffs and if the mowtar gets its buff agianst riflemen then I think there will be alot more grens and a lot of tanks dieing too easily.
I dont think this should be left to rpg/mortar if implemented. Just make all damage a tank recieves do like 5% of it or something to the hull. So perhaps a tank has taken half of ALL plates on like composite or maybe an average of all armor health it will have suffered close to 50% hull damage so we have a medium, it has 4 plates on all sides for a total of 16 plates, it looses 8 plates in general the hull damage is at around 50%. This then doesnt defeat the purpose of skilled players keeping their strong side to the enemy but will have damage accumulate over time if you do this and prevent engys jumping out mid fight to repair their tank. Repairing the hull of your tank takes alot of your repair kit and time.(I do this all the time, jump out middle of fighting another tank and repair your tank sides up a few plates for an advantage, it just gives you a moment of engine cooldown as well). So you still can repair your tank without much difficulty however you dont get that INSTANT armor repaired bonus in mid combat. I dont think your tank should blow up even if you loose every plate of armor on your tank however, the damage shouldnt be high enough you can die before your armor is gone. This isnt really a specificlly gren problem, this is a general problem of easy repair in combat.
Why not have current plate # on side x divided by total plate # on side X ratio into what percentage of the damage goes to the hull? That way hitting side X that only has two plates left does more hull damage than hitting side Y, which has six plates. So, whatever the formula is, it would eventually scale up to 100% when all plates are down? It could scale from 5% to 50% on the last plate and then 100% with no plate, or it could scale from nothing to 99% on the last plate. Personally, I like the former system, as it means rotating plates is always important, even if you only have one plate left.
If no one reverts dizzyones changes in the next version all tank armors will have 20-40% less health. I would first like to see the result of this before maybe adding a direct hull damage. And for the problem, that engineers can repair their tank armor plates too fast wouldn't it be easier and more logical to just decrease the repair rate?
They're getting a hp nerf because in like 2.23 or some shit they decided to buff all armors by 20 hp a plate for no real reason.