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Tank2042Man's avatar
3 years ago

Can someone explain like I am 5 the new changes to Tanks and Wildcats?

EBAA Wildcat, MAV, M1A5, T28

We have increased the health for the Track / Wheel Damage Zone on Heavy Armor vehicles to ensure players have to be accurate at disabling specific vehicle parts. It now takes 2 shots to disable.

  • Tank Track / Wheels - Health Increased from 200 -> 300

EBAA Wildcat, M1A5, T28

The Turret Damage Zone also had its health increased to reward accuracy versus vehicles. It now also takes 2 shots to be taken down. To compensate, the health regenerates slower.

  • Tank / Wildcat Turret - Health increased from 250 -> 350
  • Health Regeneration Duration increased from 10 -> 14

Is this a health buff to armour or just a buff if the missile hits the turret or tracks?

So if a rocket hits the body of the vehicle health armour is the same as it is now?

And is the nerf to auto heal to all hits or just hits to turret or tracks?

And I'm also confused why the MAV is included, that did not need a health increase, it's very strong as is.

10 Replies

  • i read that as you won't get a part disabled as easily.  

    not sure on total health though

  • kregora's avatar
    kregora
    Seasoned Ace
    3 years ago
    @Tank2042Man This suggest, that a tank has vulnerable sections.
    In my experience there is no point in disabling vehicle parts.
    So despite the delayed auto repair, this looks like a health buff.
    Wouldn't surprise me, when we now need one more explosive to destroy the vehicles, regardless which kind we use.

  • @kregora wrote:
    @Tank2042ManThis suggest, that a tank has vulnerable sections.
    In my experience there is no point in disabling vehicle parts.
    So despite the delayed auto repair, this looks like a health buff.
    Wouldn't surprise me, when we now need one more explosive to destroy the vehicles, regardless which kind we use.

    It's pretty easy to disable a tank turret which decreases the rate of rotation.

    You can fix it instantly if you have and use the repair upgrade.

    The tank turret is also the most visible part of the tank in most situations.

    I find disabling a tanks tracks a lot harder maybe due to taking the easier shot at the rest of the tank rather than risk aiming low and then missing altogether.


  • @Psubond wrote:

    i read that as you won't get a part disabled as easily.  

    not sure on total health though


    Yep, but will the overall health of the tank still receive the same damage which the patch notes do not make clear.

    Disabled parts are not the issue with tanks. Just an inconvenience 99% of the time, like being hacked.

    I'll probably pop on twitter later and see if anyone's picked up on this lack of clarity and had a dev reply.

  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    3 years ago

    @Tank2042ManI think it was pretty clear that this was only a change to make the temporary modular damage on the tank parts to happen less often but when it does to last for longer unless one has the quick repair function ready to use.

    Two types of modular damage are very significant if they happen without quick repair at the ready:

    1) Caterpillar Track damage: You will find that your tank is completely immobilized for the duration. Very dangerous when one or more enemies are trying to hit you from a distance.

    2) Turret turn speed damage: It becomes much harder to track a moving target. Unless the passenger gunners do something, you are either getting C5ed or the other vehicle can now safely spin around you.

  • @Tank2042Man I get your confusion. Part buff with a part nerf. Seems to equal out, but the longer auto regenerate time overall feels like a nerf. MAV getting that makes sense, the Wildcat and tanks don’t need a nerf, their lives are counted in single digit minutes or less in most cases.
  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    3 years ago

    @ATFGunrI believe it might be more of an overall buff because getting modular damage less often so that the instant repair can keep up with how often they happen.

    At least in theory. As they say, no plan survives contact with the enemy.


  • @Tank2042Man wrote:

    EBAA Wildcat, MAV, M1A5, T28

    We have increased the health for the Track / Wheel Damage Zone on Heavy Armor vehicles to ensure players have to be accurate at disabling specific vehicle parts. It now takes 2 shots to disable.

    • Tank Track / Wheels - Health Increased from 200 -> 300

    EBAA Wildcat, M1A5, T28

    The Turret Damage Zone also had its health increased to reward accuracy versus vehicles. It now also takes 2 shots to be taken down. To compensate, the health regenerates slower.

    • Tank / Wildcat Turret - Health increased from 250 -> 350
    • Health Regeneration Duration increased from 10 -> 14

    Is this a health buff to armour or just a buff if the missile hits the turret or tracks?

    So if a rocket hits the body of the vehicle health armour is the same as it is now?

    And is the nerf to auto heal to all hits or just hits to turret or tracks?

    And I'm also confused why the MAV is included, that did not need a health increase, it's very strong as is.


    We have increased the health of the Damage Zone for the Turret, and the Wheels area on these vehicles. That means it now takes 2 hits to disable those parts. Specific to the EBAA Wildcat, M1A5, T28 - it now takes 14 seconds for the Health Regeneration to start. 

  • Tank2042Man's avatar
    Tank2042Man
    3 years ago

    @Straatford87 wrote:

    @Tank2042Man wrote:

    EBAA Wildcat, MAV, M1A5, T28

    We have increased the health for the Track / Wheel Damage Zone on Heavy Armor vehicles to ensure players have to be accurate at disabling specific vehicle parts. It now takes 2 shots to disable.

    • Tank Track / Wheels - Health Increased from 200 -> 300

    EBAA Wildcat, M1A5, T28

    The Turret Damage Zone also had its health increased to reward accuracy versus vehicles. It now also takes 2 shots to be taken down. To compensate, the health regenerates slower.

    • Tank / Wildcat Turret - Health increased from 250 -> 350
    • Health Regeneration Duration increased from 10 -> 14

    Is this a health buff to armour or just a buff if the missile hits the turret or tracks?

    So if a rocket hits the body of the vehicle health armour is the same as it is now?

    And is the nerf to auto heal to all hits or just hits to turret or tracks?

    And I'm also confused why the MAV is included, that did not need a health increase, it's very strong as is.


    We have increased the health of the Damage Zone for the Turret, and the Wheels area on these vehicles. That means it now takes 2 hits to disable those parts. Specific to the EBAA Wildcat, M1A5, T28 - it now takes 14 seconds for the Health Regeneration to start. 


    Yes but when the tank is hit on the turret or wheels 'Damage Zones' what damage is inflicted on the tank's health?

    If it's the same as before then the 40% increase in auto regen health time change is more of a nerf than a buff.

    In over 200 hours of using 2042 tanks I've rarely (if ever) been killed in a tank due to a disabled turret or disabled wheels so I have to presume you have data that showed this was an issue.

    Anyway thanks for the reply.

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