it was to "make games longer" instead of buffing stuff thats useful for the losing team (grens) they thought it would be better to buff tanks (like heavies). it was so obvious to see, but noone wanted to listen ... like it is with comm targets ... its too hard to think out of a box - sadly ... well, i stop nagging, i said enough to that topic already ...
Dont implement it as a research and remove the rpg upgrade researchs and balance late gren/tanks in another way. Its more than unfair to have to beg your commander as grenadier to be a full functional class... every other class works "out of the box".
How armor should work, in my opinion: -Damage done to the hull is based on the amount of armor on the tank: A Heavy Tank has a maximum of six armor plates At six armor plates, the armor would provide 100% protection At zero armor plates the armor would provide 0% protection 0 plates = 0%, 1 plate = 16%, 2 plates = 33%, 3 plates = 50%, 4 plates = 66%, 5 plates = 83%, 6 plates = 100% So if a Heavy tank with four plates is hit by a 110 damage RPG, it receives 100% damage (110 HP damage) to armor (how it works now), and 33% damage (37 HP damage) to hull. A Light tank would be 1 plate = 50%, 2 plates = 100%, etc etc This would allow complete protection for hull on only the first shot per side. Although perhaps this would make anti-tanks weapons too powerful; perhaps increase hull health a bit? But hey, as far as game balance goes, what the hell do I know?
Also, God Hand, take in consideration different armor types VS different missile types. A mess of biblical proportions. Pun intended.
Actually, to be honest, it's not a horrendous idea from god hand. With the right bit of balancing, it could add a new level of strategy to tank battling, as well as being a way to fix the gren vs tanks.
Increase the hp of all chassis by 30% whilst adding this idea, as a ton of tanks will be dying left and right... Maybe grant CV a better rate of protection, because this idea also makes them super vulnerable to the CV walling. Or lower the % to a minimal amount so the armor still feels like it does something.
will the hull bonus of XX% still add up if there is no armor to "ignore" for example -hull-----armor 100%----50% grenadier hits 10% hull bonus + 25% armor 90%----25% grenadier hits 10% hull bonus + 25% armor 90%----0% and then... grenadier hits 10% hull bonus + 25% hull???? (normal damage to hull plus the bonus) 55%----0% or grenadier hits 25% hull???? (normal damage) 65%----0%