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How Penetration works

In our game, tanks are based on historical models but are also modified in order to allow for an even playing field.

Because there are so many factors involved in a battle, there will always be an element of randomness. We cannot promise that a shell will penetrate when it should or you will bounce a round every time.

However, the game engine itself will give you some hints:

  • Shots that are very likely to penetrate the enemy armour will turn your reticle RED.
  • Shots that are somewhat likely to penetrate enemy armour will turn your reticle ORANGE.
  • Shots that probably won't penetrate at all will turn your reticle YELLOW.

The process of calculating the armour penetration is well-researched and can seem a bit complex.

Basically, penetration depends on many factors: the thickness of armour piercing projectiles, power and accuracy of the guns and the angle of the armour they are firing at.

There is always the chance of a frustrating miss or a teeth-rattling ricochet when firing at the enemy, or being fired on!

Don't forget to consider that many of the values in the descriptions are not the maximum or minimum range, but the average.

Here are some factors which calculate penetration:

  1. The circumference of the aiming circle – is a circular deviation of the distance to the target/barrier, even if the target overlaps the circle, the projectile may deviate to the edge (the place of connection to the sheets of armour).
  2. Some of the damage of the shell depends on the distance it travels.
  3. Your tank's projectile will arc along a ballistic trajectory. This condition applies to all guns. However, the shell velocity of anti-tank weapons is high so their trajectory is nearly straight. In all other cases, the trajectory of the shell is not completely straight, misses are still possible. The aiming circle takes this into consideration and shows the area where the shell can hit.
  4. When your shell reaches its target, a calculation is made for its position after it achieves impact to calculate the chance of a ricochet or penetration. If a rebound is present, the shell takes a new path and is converted again. If it penetrates, a calculation is made for armour penetration.
    In this case, a chance of penetration is defined by the thickness of armour (angle and tilt are also taken into account) and the penetration value of the shell. This works out to +/-30% from standard armour-piercing.
  5. When a shell strikes the armour, it takes a specified number of parameters regarding the hit points of the enemy tank. There is also a possibility that some of the modules (gun muzzle, tracks, etc.) may absorb damage from the shell if they are near the area that was hit by the shell.
    Damage from a high explosive projectile that penetrates the enemy armour is the same as that of the armour piercing shell but it may be distributed differently.
    In the event there is no penetration another calculation takes place:
    Half of the damage from a high explosive shell - (thickness of the enemy’s armour * the absorption coefficient of armour.)
  6. Projectiles will still travel inside the tank piercing modules, (Vision slots, guns, etc, and crew members) as each of these objects have their own number of hit-points.
    Damage done is proportional to the hit point calculation and will damage the tank itself and critically damage modules.
    The more critical one-time damage that is done to the crew, the more hit points are removed from the tank. If the calibre of the projectile is three or more times greater than the thickness of armour at the point of impact, a «ricochet» is eliminated by default.
  7. When a shell passes through the modules and causes them critical damage it spends its energy to do damage.

    • Transverse penetration of the tank is not provided in the game, but there is a chance to obtain critical damage caused by a chain reaction from damage to a module (fuel tank, engine) if it is lit on fire and begins to cause damage to other modules.

    • Firing on and detonating the enemy's ammunition stowage is also a viable tactic, completely removing the enemy tank's hit points in a cataclysmic explosion!

    • Some parts of the tank are calculated separately. For example, the tank gun and mantle only receive critical damage without taking hit points away from the tank if the armour-piercing shell has not penetrated.

    • Often, optics and the driver's hatch in some tanks are «weak points», and it is important to learn where your tank is strong, as well as what parts of it you will want to protect!

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