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Proposition for V1.02 or later CMs


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I was thinking that Elite units (tanks, guns) should have higher probability for causing weak spot penetrations. Since we all know that such crews (ie. Wittman) aimed -and scored- for those weak spots, I guess it should be in a game also. Of course, that bonus would apply only to short distances (say to 500 metres). At longer distances (>1000m) they should have the same probability like other crews. I think that would be quite realistic, don't you?

I guess it's too late for v1.02, but should be in next generations of CMxx.

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Originally posted by Porajkl:

I was thinking that Elite units (tanks, guns) should have higher probability for causing weak spot penetrations. Since we all know that such crews (ie. Wittman) aimed -and scored- for those weak spots, I guess it should be in a game also. Of course, that bonus would apply only to short distances (say to 500 metres). At longer distances (>1000m) they should have the same probability like other crews. I think that would be quite realistic, don't you?

I guess it's too late for v1.02, but should be in next generations of CMxx.

The problem that occurs to me is how to quantify 'better' ability to hit weak spots. If it's a Tiger you add 7%, Stug 6%? How do you calculate it.

In a game based as much as it is on accurate information something like this would be pure guesswork - at least in terms of how much more likely an elite crew is to target a 'weak spot'.

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I don't think it would be such a big problem to design, actually. Armor penetration already varies from shot to shot, by +/- 10% or so. Just skew that "roll" slightly (say, up one std deviation for "elite", less for "crack", little for "vet") for high crew quality, and you'd get the effect. Repeated hits by the best shooters would penetrate marginally better than can be expected from typical single hits. But still within the range of what *can* happen to shooters who just "get lucky" in the current model.

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