This is the correct answer to my understanding of how it works.
I could be wrong… but from everything I have seen and read this is right.
This is the correct answer to my understanding of how it works.
I could be wrong… but from everything I have seen and read this is right.
What I don’t understand about this explanation is what happens to the leftover bullet damage once the percentage is eaten up?
It is gone.
With the old system all the bullet damage was gone on first impact, this new system pushes the damage though.
If a cannon has 100% penetration then none is wasted unless it penetrates through the build.
Even with lower penetration you can still use 100% of the damage but it would need to hit the right parts.
For example if we had 20pt of bullet damage and it had 50% penetration - let say it hit a 3pt part and then a 7pt part - that is 50% so it explodes there and only does 10pt of bullet damage. But let say the first thing it hit was 3pt part then it hit another 3pt part then it hit a 25pt part, in this case you will use 100% of the bullet damage because the first two piece did not push you past 50% and then the last part you hit absorbs the rest of the damage. So in this second case you use 100% of the bullet damage.
On cannons with 100% penetration they always use 100% of the bullet damage.
That is pretty much the complaint in this thread.
Basically they want to know why some cannons get 100% when other do not.
But if different cannons have different bullet damage values, why not just set all of them at 100% and then tweak the bullet damage numbers to adjust the penetration amount?
Or is bullet damage a constant number for all projectile weapons?
Sometimes I wish I was fluent in Russian so I could read the real patch notes, and not question whether things are bad translations.
Edit: I guess the penetration values allow for more variety? As in, some shells will tear through a lot of light parts before they detonate, while others will explode quickly, but all of them will do bullet damage before detonating?
You now are guaranteed 80% of bullet dmg. Before, you could clip a 7 durability part and all the bullet damage was gone.
Now the most you lose is 20%.
This part of the system is good. However, I question that it reached the goal of the change.
I played triple executioners BEFORE the patch, I do not play them now.
Was the change good? Yes. Was it effective? Not really.
Different guns have different values.
Do you find executioners are worse now? I feel like they got slightly better, but not significantly.
I wonder if their penetration perk sometimes makes a shell go right through some spaced armour, and then exits before actually exploding. There’s such a huge difference between the damage shots can do.
I find fatman much more reliable, as far as epic cannons go. But hitting anyone long range with a fatman volley requires at least a bit of luck. Then again, their projectiles seem huge, which makes it pretty easy to connect at mid range.
It’s nice talking about cannon penetration and all, but you can’t penetrate what you can’t hit and you can’t hit cause of the lag!
I don’t know what they’re doing, more impromptu “maintenance” or didn’t pay their server bill. But the last few days have been bad for lag out of the blue, been trying to use cannons, even when stationary I pull the trigger nothing happens guy drive past, and “3 hours later” my cannon finally fires, nearly impossible to hit let alone penetrate anything smaller than a building while moving the past 2 days. Me and 3 other guys trying to use cannons were being messed around by the lag to the point it look like we were doing a dance recitel
No I don’t find them worse. You summed it up in the second sentence. Bleh is still bleh, I can only play it so long, then I move to another bleh weapon.
Are you certain this is not your ISP and on the game server itself? ISP’s are notorious for selling you one service but providing a how do you say, less than optimal service here. Is it the same where you live or do they always provide the full speed/service you pay for? (not saying it isn’t server lag, more curious about service difference tbh)
I don’t think it’s my ISP as I only get lag right before they update be it an announced update or an impromptu one where they change stuff without telling us, all other times I get no lag. If that pattern wasn’t there and haven’t been there for a year and a half I would say it could be my monopoly ISP
Clearly, I stated in my OP that others in the match were having issues, so no I don’t think it’s an ISP problem as I clearly stated…
The reason I think many of peoples lag issues are their ISP or your location in the world is everyone does not experience this issue.
If it was a server issue everyone would experience spikes and lag at the same time… and they don’t.
The penetration coefficient is a statistic that’s merely a balance tool that isn’t reflective of ones tier. Its also used for unique mechanics and ideas.
The coefficient does is basically for weapons that have bullet and blast damagem the coefficent states that this bullet will cause it’s explosion when X numberr is hit. If it does 100 dmg. And its coefficient is 50, when the cannon shell does 50 damage. It will cause an explosion.
And true penetration is penetraion described by perks like executioner. Where it will pen (disregards cabs) no matter what it hits or how much damage it does compared to the hp of the part it hits.
If executioner did 100 damage with a projectile coefficient of 50%
The shell will penetrate 2 pins of space no matter what. It doesn’t care about anything but the cab. After those 2 pins, the projectile will fly on until it does 50 damage to trigger the blast or it hits a wall or cabin.
Seeing this. Its clear why penetration perk guns have lower penetration coefficients then others. Otherwise the damage of the guns would overpower any armor layout making them probably the strongest guns in game.
Meanwhile elephant has 100% which fits it’s unqiur hybrid turret fixed cannon playstyle. The explosion triggers only when ALL of it’s damage is done. Allowing it to have not as strong penetration power as the fixed cannons. Whilst not being the more blast oriented turret. Cannons, while say, avalanche has a more middling coefficient to allowing it to do reliable penetraion on good hits without nuking enemies. Letting both the blast and bullet do the work.
Coefficients can make or break a gun, but they’re fun balancers. You should try different coefficients.
Is there any place that lists the total potential bullet damage? The penetration number is just a percentage of that, right?
Yes. The actual bullet damage itself requires testing it with the damage meter. Which got updated to show bullet and blast damage independently.