Tank and anti Tank Warfare (New Suggestions Part III)

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Warhawks97
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Tank and anti Tank Warfare (New Suggestions Part III)

Post by Warhawks97 »

Based on this thoughts (viewtopic.php?f=27&t=4082) i would like to bring up an idea for tank warfare.

I try to keep it as short as possible.


First of all:
- Remove all ALRS Shots from the game
- Remove all Static Modes from Tanks except Marder and Nashorn. But they wouldnt give any range increase only reload boost
- Remove all Hull Down range increases.
- Remove all ambush Range increases.


All Tanks have more range when not moving, but shorter range and sight range as long as they are moving.
1. Tanks with 88, Long 75 mm Panther gun, Long 88 mm will have 80 or 85 Range as long as they dont move.
2. Tanks like Stugs, Panzer IV and Sherman 76´s will have either 75-80 Range as long as they dont move.
3. Tanks like Sherman 75mm, Stuh/105 sherman/Stupa, Cromwell, churchills, chaffes or Puma with 50 mm gun will have 70-75 Range as long as they dont move.
4. Light Tanks like Stuart, 75 mm Stubby Tanks and Vehicles, 37 mm HT etc. would have a range of 65-70 as long as they are not moving.

5. However, as long as Tanks move, their range would be 40-45 universally.
6. Tanks with Gyrostabilizer would lose way less accuracy than others.


If anyone thinks its hard to implement, its not. Set a gun to lets say 45 range. Then give a the unit a modifier called "Range modifier" and set "not moving" in the requirments. The modifier would be x1.89 if you want 85 range, 1.778 for 80, 1.667 for 75 range or 1.556 for 70 range or 1.445 for 65.



Such a system would add a variety of advantages.

1. The endless debate about whether jackson should have the same range as a Pershing or not. Same gun, same range without having one unit with bigger default range and the other requiring special abilties (eg lock down).
2. The defender always gets the first shot of, even its stuart vs KT since the attacking tank as very poor sight and is unable to aim the target. Even if he stops manually, the defender (stuart in this case) might disappear in the fog of war again.
3. Kiting the enemie becomes more difficult. Many of us now the situation where a bunch of smaller tanks attempt to hunt down a heavier tank which just keeps driving backwards while aiming the gun from one tank to another. The heavier tank stops for a second, shots, kills a light tank and then keeps driving backwards while maintaining vision on the attackers while also turning its gun on the next one. That might become more difficult since the tank would first start to see and aim at a target when stopping, making retreat/kiting a lot more difficult. The best you can do is to throw smoke in the air and retreat and to have back up units rather than just single rambo like tanks.
4. The situation where a tank like a 76 sherman gets immobilized, then a stug III comes forward, stops slightly outside the shermans range, goes into stationary and keeps bumping lead into the target tank that cant defend itself just because it has no such stationary mode.





New abilties:
1. ALRS would be replaced by "Take aim" abilties. The aim time is increased but in return the tank will fire much more accurate for the next 30 seconds. It would fire like every 10 seconds but with high accuracy. Available for veted Tanks with big canons (Panther, Pershing, Tiger etc) with vet With vet 3 this ability gets replaced by "Veteran Take aim" ability that boosts the accuracy further.
2. Tank IV´s and Firefly Tanks would also get such a take aim ability once reaching vet 2, making them more suited for defensive fights.
3. The "Fast shooting" abilities (Panther, Pershing, Comet) that are activated on a target would be removed.
4. Shermans and perhaps cromwells would get an ability with vet 1 or 2 that is called "quick firing". They sacrafice parts of their accuracy but in return the reload time is halfed. This is in particular usefull when using superior numbers or when you managed to get close to an enemie tank which right now often doesnt turn out into success.
That combined with The Gyrostabilizers shermans have would give them a whole new, factional tank warfare mechanic and philosophy.
5. TD´s (esspecially M10 and Hellcat) and units with 50 mm or 37 mm guns (or 28) would get a toggle ability called "Aim for the Tracks" by which the unit gets increased pen and crit chances but lower damage per shot.

The abilities would be for free since they have drawbacks and are only usefull under certain circumstances as well as having vet requirments.


Better Range brackets, accuracy and penetration system:
- Right now, as everyone knows who follows my posts about it, range brackets and accuracy is a mess in BK.
A Sherman for example has range brackets of 10/25/40/55. Min/Max range is 5/60 respectively. Accuracy is 1/1/0.75/0.75 and the Penetration modifier is 1/0.84/0.67/0.54. This means that a if the sherman got as close as 25 Range, at which the Tank commander could throw a grenade already, the gun loses 16% of its penetration. At 40 Range its already lowered by 33%. Given the fact that the base pen is often 40 or 30 % or lower against Tigers and Panthers, it often ends up having the sherman standing next to its target and still bouncing of.
- The new increased range would also set range brackets and accuracy much better. The Range brackets would, assuming tank has 75 Range, be like 20/45/55/75, or 20/40/55/75. Point blank shots without pen drops would become technical and realistically possible. Tanks with 80 range would have like 20/45/60/80 or 20/40/60/80 Range brackets and 85 range tanks 25/50/70/85 or something and so on.
- The accuracy for a 76 sherman would be like 1/0.9/0.8/0.6. Panthers and so on 1/1/0.85/0.7. The "Take Aim" ability increasing by 25%, Veteran Take aim by 35%. Thus giving it guranteed hits in exchange for longer aim time.

That means that a moving tank can shoot/return fire at an enemie when being already in a dangerous mid range combat.



Anti Tank guns:

1. Light anti Tank guns would have 65-70 Range.
2. Medium AT guns would have 75-80 Range.
3. Heavy AT guns would have 80-85 Range.
4. Mobile Heavy AT guns would be removed. They are either available only as emplacment (Luft, Def, Prop doc, inf doc, RE, RA) or can be build by special vehicles at the frontline (eg def doc 28 mm) where they can ambush but not move.
5. Anti Tank guns would have some sort of recon ability. AT guns will thus always see further than a Tank and thus being able to shoot first, even when being unsupported by other spotters.
Build more AA Walderschmidt

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