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- Network: Broadband Internet connection
- Hard Drive: 95 GB
Today, we’ll be talking about changes to the post-pen effects for APHE shells used by ground vehicles that we plan to introduce into the game. We’re ready to show you what we have planned here, and at the end of this news post you can participate in voting for or against — whether there’ll be changes or not all depends on your vote. Let’s take a look!
Preserving fragments in the head part of the shell
First off, we’d like to tell you about a change that we consider necessary and will be implemented into the game without any vote. This change relates to maintaining the integrity of an APHE shell’s head after armor penetration. When an APHE shell explodes, its warhead is not subject to significant fragmentation and can cause substantially greater damage than the scattering fragments of the case and base.
The fragment of the shell’s warhead is significant in mass, can penetrate armor of considerable thickness, and at the same time also form secondary fragments when penetrating armor. This change will allow the warhead to better hit enemy crew members located behind internal partitions, such as the engine compartment bulkhead, as well as other modules along the shell’s flight trajectory that cannot be penetrated by small fragments generated from the shell exploding.
Increasing secondary fragments and high explosive damage
Due to a number of technical reasons, secondary fragments from APHE shells differ and are worse compared to fragments from regular, solid AP shells. When reworking fragmentation fields, we’ll enhance the secondary fragments of APHE shells to the level of solid AP shells.
The high-explosive damage from APHE shells will remain — it causes relatively little damage, affects the crew and modules inside the tank and has a damage zone in the form of a sphere around the detonation point of the shell. The diameter of the damage sphere of high-explosive damage is noticeably smaller than the scattering zone of secondary fragments.
Implementing fragment areas
Here are the changes that we’d like you to vote on, whether they’re introduced or not will be determined by community vote: scattering sectors of fragments from APHE shells.
When a shell explodes, three main fragmentation areas are formed, shown in the image below:
- The remainder of the shell’s head and its fragments.
- Fragments from the base of the shell.
- Fragments from all sides of the shell (the case).
When a shell explodes inside of a tank or armored vehicle, the shell’s head acts as a small solid AP round and may penetrate more internal modules. Alongside this, smaller fragments from the shell casing form a fragmentation cone and hit the crew and modules around the explosion point. We plan to implement both of these to the game.
*Translation (Pic.113): Scattering of the APHE shell fragments on impact
At the moment, we use a simplified fragmentation pattern for APHE shells in the game without segmentation into different areas. If we were to implement the proposed physically reliable sector fragmentation patterns for APHE shells, the post-pen effect of APHE shells will be more realistic. However, when hitting protruding modules, such as the commander’s cupola, the probability of crew damage would be reduced.
Reworking the post-pen effects of APHE shells can change the tactics of the game, making protruding weakened areas less vulnerable. However at the same time, post-pen effects after penetrating the hull of a vehicle due to the preservation of the shell’s head after the shell explodes will be increased.
We’d like to hear your opinion on this — share it in the comment field and vote Yes or No for the changes to post-pen effects in the poll!
In-game examples of the described changes
Here’s some screenshots of how damage to ground vehicles will be altered with the changes implemented.
Post-pen effect when penetrating the center of a tank without preserving the head of the shell (before) vs while preserving the head of the shell (after):
Before
After
Post-pen effect when the commander’s cupola is hit by a spherical spread of fragments from a shell explosion (before) vs hit with a physically reliable sectoral scattering of fragments from the shell explosion (after):
Before
After
We’re planning to give players the opportunity to test these changes in a special game event, as well as the “Protection Analysis” menu, before applying these changes to all APHE shells in the game. However, preparing this testing will require some significant time from the development team, so today we want to collect your opinions on whether you’re interested in switching to a more detailed damage model for APHE shells. So, shall we test it?
If you’re interested in testing, we’ll start preparing it and will host another voting on this change based on its results.
Comments (262)
Comments will be premoderated"selected and handpicked realism"
On paper I fully approve : right now the overly lethal sphere of doom that APHE generates doesn't teach less experienced players to aim for critical areas so their first shot properly disables their target, which they eventually have to adjust to when they reach HEAT/APDS and APFSDS era tanks in a much more competitive environment. Cuppola kills are completely cheesy and in the upper BR they're only useful when you have no other option and you'll disable one crew member as it should be.
scary
This is a much needed change in my opinion, please vote yes i dont want to get my entire turret crew knocked out by a lucky cupola shot again :D
A re-balance of BRs from rank II to rank V should be considered, if these changes would be implemented: Many vehicles will presumably be more powerful and some others will be weaker due to these changes.
My 8.0 Char 25t in full uptier is going to loooove this
ok, i said i agree BUT i agree only if it's paired with more mechanics like spall riochet, im very sure the crew won't be happy about the spall killing their commander then bouncing downwards killing, the turret crew, possibly dirver machinegunner, or possibly detonating ammo, bounce like ap bounces but actually does damage, im sure mach 2+ 600°c+ pieces of metal would do quite the damage, if possible implement 2 mechanics instead, like your spall is conic but bounces off walls please, thanks
What we need is not modification of APHE, but improving reliability of HEAT-FS rounds, they are literally worst and you never know will they work or not, 50% of the time they get me killed because they do not work as they should and so many light vehicles just get hit with minimal or no damage -.- What the hell is wrong with light vehicle armor????
God, I hope this change goes through, I've been waiting for this rework since I first read the suggestion some random guy on the forums made about 5 or 6 years ago. I also hope they buff regular solid shot AP rounds to only be slightly worse than APHE shells and APDS rounds have their damage buffed as well.
You continue to pick and chose what you want realistic while leaving the rest in an arcade style. Ether make the game realistic or don't, quit mixing it. A low caliber HEAT round hits a micro pixel of the back of my track in an open top? yeah, all crew died. A 30mm APDS penetrated the turret cheek of an M1 Abrams from 200m. Direct bomb hits do a ''hit''. Bombing a base gets you more RP and SL than killing 2 players. After your cool drag nerf, a vast majority of SAMs are completely useless. Nice
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