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关于游戏内爆炸反应装甲的一些问题

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OPSep 3, 03:03 PM282

1.爆反使用耐久度过高,导致钢针经常被吞。理论上可以被机枪扫掉,至少不能一发680上去只是变黄
2.希望可以增添爆反对不同穿甲弹的削弱程度。比如坦克工坊中的apfsdslong和尾翼稳定穿甲弹,可以根据这个做出区分。
3.如果新引擎允许的话,可以考虑增加模块破坏的动画,直接移除爆反模块
4.爆反变红后存在吸后效的情况

7 replies
Sep 4

机枪扫爆爆反肯定是不可能的

Sep 4

像化石,接触5,fy4等确实不能被扫爆。这里主要说明的是爆反高耐久,导致多次削弱炮弹的情况

Sep 5

这与官方和游戏本体无关,本质上是模组与模组作者的问题
大部分高质模组使用内部装甲模块,而非官方指定的伤害模型,且内部装甲模块血量过高会导致炮弹伤害不够被吞掉。
该问题在反应装甲上尤其明显,且大多模组反应装甲并没有正确设置正确的数值,常常将反应装甲以一定角度产生的等效作为装甲厚度填入反应装甲的数值里,导致反应装甲数值奇高,甚至能达到1000ke。
更有甚者,设置了官方反应装甲同时还加上血量和数值都不正常的内部装甲模块给反应装甲

Sep 5

同时我在游戏体验中,部分使用伤害模块的坦克对于钢针等无装药炮弹抗性较高,有时候打进去没有破片,炮弹真变成钢棍了;部分作者使用内部装甲制作内衬,结果吸收不了破片反而增加。这就很矛盾。不过不得不说,你的99a做的确实不错🥰

Sep 5

The problem is that, in our game, reactive armour is not implemented as a tank module – as is the case, for example, in War Thunder – but as a separate type of armour. This is what causes the issues described in the post. The developer needs to change the mechanics of reactive armour itself.

Sep 5

You're right—PW's reactive armor is still essentially internal armor at its core. Improving the game still has a long way to go, and developers need to add more armor types, but this also brings a huge workload of reworking old vehicles.

Sep 6

I think this is entirely justified. Most of the vehicles from the developer are very old (around 10 years or more) and haven’t been updated. Most of the vehicles have numerous issues because the developer was inexperienced when they were created. I think that if the developer has some spare time, they should revamp the old vehicles with new textures, fix the issues with them and add new mechanics for reactive armour. I realise this is a very complex task, but it would be good to do it.

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