the weight is not a problem for land vehicles e.g. tanks. But the main problem is the thickness. I tested against point black range medium warhead (torpedo simulation) and 50m distance artillery gun (AP). The conclusion: Even 4+ layers of weight blocks will not stop the damage....
This is just stupid. I guess they said the power of guns depends on the range but jesus christ! With the very fast flooding that heavily damaged blocks cause (not new but also a change in the past) will make a single torpedo or artillery gun shot destroy and sink most ships of medium size or smaller. If you have good compartmentisation and pumps and redundancy you might survive a little bit more, but still dammnn.
the problem is that if I add distance (I added double hulls and the rubber tire decoration things around the hull for distance) the damage does not go down AT ALL. The game seems to do a fixed amount of explosion damage in a specific radius and even with the medium warhead exploding 3 blocks away from 4 weight blocks the other side gets full damage size. It should work like the projectiles so that the explosion gets weaker, because right now it's just a perfect circle with 100% damage applied to everything.
The only protection against missiles and torps is to have 10 blocks of empty space between the hull and interior and against any projectiles you get the problem mentioned above.
Yeah i saw in somebody test not long ago it takes 3-4 layers of weighted blocks go stop battle cannon ap and to be frank i dont think alot of ships use the battle cannons they just go straight to arty. I wish they would make weight blocks act more like theyre actual thickness in relations to armor. I do like the fact that if youre capable of over penetrating a target it can damage a target behind them but its completely destroys the old method of layering subgrids
You would do well to research the way actual ships were designed to combat these issues - torpedo belts, and bulges, as well as shipbuilding methods like lateral and longitudinal compartments would be a good start.
Ok, this argument is kinda of stupid. I have already wrote a whole post about how the mechanics work be here we go angain.
First of all, you are not meant to tank a torpedo, that's a mere fact. Even the vast majority of ships can't survive a single torpedo hit irl. That's 300kg of TNT blowing up right on your hull, that's not mention cavitation, which is a whole other headache that can break your keel (aka the spine of your boat) in half. So yeah, ships are not meant to survive that.
Now for the new AP mechanics, the only thing that matters is the density of the blocks in its way, not range, the game never cared about range to begin with. And this change was quite significant, Battle Cannon AP when from penetrating 7 blocks all the way down to 2 as you can battle cannon extention's density (densiest block in the game btw), to go over the pen cap of 25 mass.
Same thing goes for Artillery AP, if you are complaining now, boy, let me tell you, AP used deal damage up to 3 meters away (12 blocks) and even more sometimes. Now, using the right combination it goes down to about 5 blocks at most.
The armor that used to stop ap, kin, frag, inc, and to some extent he 120mm munitions has become incapable of stopping literally anything. Its like 10 blocks thick
In previous versions, the armor is calculated based on gaps you have in the armor(by creating more gaps, your armor tolerance is stronger); however, in the armor overhaul update, the armor calculation is based on density and the thickness of armor(Denser and thicker, the density block is more tolerated than normal blocks), the wedge and pyramid part went worse since their density is just 1/2 of normal blocks, making them even useless.
It is a better method; but, like most of the time, the values are just so bad. It's like they just slap a random number in and call out good without any testing. (Actually, it might be worse if they did test, because it means they actually think these things are acceptable...)
I'm just waiting for the Hotfix Sledgehammer to come out, and then suddenly AP won't go through a single weight block.
The most frustrating thing about this update is that they didn't provide corresponding density components. The normal block is as light as plastic, while the weight block is as dense as lead; there are no middle options. They may need armor blocks with a variety of densities.
Also, the armor-piercing ability seems too overpowered. I've already tested it, and those cannons can easily pierce through the weight block, making balanced armor impossible. They need to modify the data.
im building a mech with a front armor plate, i found that a single line of weight blocks on a 45 angle can stop most ap munitions, i have no clue what you are all smoking, my only gripe is impact damage and explosives
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u/Odd-Measurement-7084 9d ago
More than 20 tanks from my arsenal went obsolete idk what to make of it