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Update 2.6: New Shooting Mechanics
2016-02-03 18:00:00 / News

If you’ve ever fired at an enemy who’s hiding behind a flimsy fence or ramshackle building, only to destroy the obstacle and not the opponent, you’ll want to learn about these new shooting mechanics in Update 2.6!

Shooting Through Obstacles

You’ll now be able to shoot through some obstacles and hit enemy vehicles lurking behind them.

Only armor-piercing (AP) and armor-piercing composite rigid (APCR) shells can shoot through obstacles. High-explosive (HE), high-explosive squash head (HESH) and high-explosive anti-tank (HEAT) shells explode after hitting a target. The penetration potential lost after hitting an obstacle depends on the obstacle’s size and durability. A wooden box will reduce penetration potential less than a car would, but the damage potential will remain unchanged. Shells can penetrate multiple obstacles, but penetration potential is reduced with each successive obstacle.

Dangerous Ricochets

Previously, a shell that ricochets would simply disappear. With these new mechanics, a ricocheting shell will continue moving and can potentially penetrate objects or hit another vehicle.

For a shell to ricochet off armor, the impact angle should be at least 70° for AP and APCR shells, and at least 85° for HEAT shells. HE shells do not ricochet. If the shell caliber exceeds three times the armor thickness, no ricochet will occur, regardless of angle.

A shell that ricochets will retain its damage potential and suffer from reduced penetration potential, but will not ricochet a second time.

Note: Shells that hit external modules (suspension, observation devices, and guns) will not ricochet.

We expect that these changes should make combat more dynamic and immersive. Let us know what you think in the discussion thread!

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Опубликовал Kornet Faev Comments Off on Update 2.6: New Shooting Mechanics

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