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Damage done by ramming

Damage Done By Ramming Ram

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Flippoow #1 Posted 15 October 2013 - 07:45 PM

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Hello.. people,

I was wondering if it's possible to calculate how much damage will be done if you ram a tank. And if you know how to, could you please tell me?

Thx

Kvaak #2 Posted 15 October 2013 - 07:56 PM

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Dunno what the exact formula is but it's influenced by several factors:
.
A: Relative speed: Two tanks driving 30km/h towards each other is same as one tank colliding with a stationary tank at 60km/h or someone colliding at 70km/h on someone who's backing up at 10km/h
.
B: Weight: The weight of the tanks also largely affects the damage, if I'm not mistaken if the relative speed stays the same two 20 ton tanks colliding deals twice as much damage as two 10 tanks colliding. In addition the relative weight of the tanks determines how the damage is distributed: A 100 ton tank ramming a 50 ton tank takes 1/3 of the damage while the 50 ton tank takes 2/3 of the damage.
.
C: Armor: Colliding creates an explosion at the point of impact, much like a HE shell. Damage is also reduced in the same way, if your minimum effective armor (modified by range from the center of the blast) in the blast radius is 200mm you'll take 200 less damage. Spaced armor is pretty good at negating ramming damage, you'll do a lot more damage ramming against a tank's rear than you do ramming its sides since tracks act as spaced armor.
.
D: Controlled Impact. What it says on the skill, duh.
.
I'm not sure if ramming is subject to the +/- 25% randomization but wild guess says no. For what it's worth my E-50M ramming an ISU's side at ~60km/h dealt roughly 500 damage to it. With Controlled Impact. Everything I mentioned modifies the ramming damage, I don't know what the "initial" values or multipliers are.

Edited by Kvaak, 15 October 2013 - 07:59 PM.


Ribba #3 Posted 15 October 2013 - 08:01 PM

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What's a bit sad, it is that if a little tank collide with a big tank at say 15 km/h, the little tank will get a fair amount of damage. But if the little tank hit the same tank at 60 km/h, but this time the big tank is a wreck when you hit it, the little tank take no damage at all.

Atloas #4 Posted 15 October 2013 - 08:04 PM

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From the wiki:
(0.5 * combined weight * relative speed^2)
Damage distribution is based on weight divided by combined weight and behaves like a HE explosion, so damage is reduced by armor and distance to main armor (spaced armor/tracks)

____Killface____ #5 Posted 15 October 2013 - 08:09 PM

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View PostKvaak, on 15 October 2013 - 07:56 PM, said:

Dunno what the exact formula is but it's influenced by several factors:
.
A: Relative speed: Two tanks driving 30km/h towards each other is same as one tank colliding with a stationary tank at 60km/h or someone colliding at 70km/h on someone who's backing up at 10km/h
.
B: Weight: The weight of the tanks also largely affects the damage, if I'm not mistaken if the relative speed stays the same two 20 ton tanks colliding deals twice as much damage as two 10 tanks colliding. In addition the relative weight of the tanks determines how the damage is distributed: A 100 ton tank ramming a 50 ton tank takes 1/3 of the damage while the 50 ton tank takes 2/3 of the damage.
.
C: Armor: Colliding creates an explosion at the point of impact, much like a HE shell. Damage is also reduced in the same way, if your minimum effective armor (modified by range from the center of the blast) in the blast radius is 200mm you'll take 200 less damage. Spaced armor is pretty good at negating ramming damage, you'll do a lot more damage ramming against a tank's rear than you do ramming its sides since tracks act as spaced armor.
.
D: Controlled Impact. What it says on the skill, duh.
.
I'm not sure if ramming is subject to the +/- 25% randomization but wild guess says no. For what it's worth my E-50M ramming an ISU's side at ~60km/h dealt roughly 500 damage to it. With Controlled Impact. Everything I mentioned modifies the ramming damage, I don't know what the "initial" values or multipliers are.

Nope two tanks ramming at 30km/h is not same as 60km/h it will be same as 30km/h. (Newton's laws)

Kevbar #6 Posted 15 October 2013 - 08:11 PM

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Me and some of my clan were "training" on the Mines map a while a go. The remaining enemy (clan) tank was down to about 10-15hp left, so I rammed him at full speed. :teethhappy:

In my AT7. :great:

At 20km/h. :unsure:

For 1hp (one) worth of damage. :popcorn:

Kvaak #7 Posted 15 October 2013 - 08:12 PM

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View Post____Killface____, on 15 October 2013 - 08:09 PM, said:

Nope two tanks ramming at 30km/h is not same as 60km/h it will be same as 30km/h. (Newton's laws)
.
Newtonian physics don't apply to simplified video game engines. Have you ever tried programming a physics engine?
.

View PostMiter, on 15 October 2013 - 08:04 PM, said:

From the wiki:
(0.5 * combined weight * relative speed^2)
Damage distribution is based on weight divided by combined weight and behaves like a HE explosion, so damage is reduced by armor and distance to main armor (spaced armor/tracks)
.
So that'd make my example 0.5*120(ISU is roughly 60t IIRC)*60^2*0.5 - 100-200 =~ 100k? That doesn't sound quite right.

Edited by Kvaak, 15 October 2013 - 08:44 PM.


Darth_Woras #8 Posted 15 October 2013 - 08:13 PM

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View Post____Killface____, on 15 October 2013 - 08:09 PM, said:

Nope two tanks ramming at 30km/h is not same as 60km/h it will be same as 30km/h. (Newton's laws)
mv=mv
Physics, how does it work :D

lemthepimpmeard #9 Posted 15 October 2013 - 08:16 PM

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View PostRibba, on 15 October 2013 - 08:01 PM, said:

What's a bit sad, it is that if a little tank collide with a big tank at say 15 km/h, the little tank will get a fair amount of damage. But if the little tank hit the same tank at 60 km/h, but this time the big tank is a wreck when you hit it, the little tank take no damage at all.
That's what usually happens to me when I get up to ramming speed, some swine goes and shoots it a split second before impact, which is a shame because ramming is funny.

Flippoow #10 Posted 15 October 2013 - 08:21 PM

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View PostKvaak, on 15 October 2013 - 07:56 PM, said:

C Armor: Colliding creates an explosion at the point of impact, much like a HE shell. Damage is also reduced in the same way, if your minimum effective armor (modified by range from the center of the blast) in the blast radius is 200mm you'll take 200 less damage. Spaced armor is pretty good at negating ramming damage, you'll do a lot more damage ramming against a tank's rear than you do ramming its sides since tracks act as spaced
Thanks, I had no idea that armor would do anything in this.


duvvel #11 Posted 15 October 2013 - 08:28 PM

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View PostKvaak, on 15 October 2013 - 07:56 PM, said:

Dunno what the exact formula is but it's influenced by several factors:
.
A: Relative speed: Two tanks driving 30km/h towards each other is same as one tank colliding with a stationary tank at 60km/h or someone colliding at 70km/h on someone who's backing up at 10km/h
.
B: Weight: The weight of the tanks also largely affects the damage, if I'm not mistaken if the relative speed stays the same two 20 ton tanks colliding deals twice as much damage as two 10 tanks colliding. In addition the relative weight of the tanks determines how the damage is distributed: A 100 ton tank ramming a 50 ton tank takes 1/3 of the damage while the 50 ton tank takes 2/3 of the damage.
.
C: Armor: Colliding creates an explosion at the point of impact, much like a HE shell. Damage is also reduced in the same way, if your minimum effective armor (modified by range from the center of the blast) in the blast radius is 200mm you'll take 200 less damage. Spaced armor is pretty good at negating ramming damage, you'll do a lot more damage ramming against a tank's rear than you do ramming its sides since tracks act as spaced armor.
.
D: Controlled Impact. What it says on the skill, duh.
.
I'm not sure if ramming is subject to the +/- 25% randomization but wild guess says no. For what it's worth my E-50M ramming an ISU's side at ~60km/h dealt roughly 500 damage to it. With Controlled Impact. Everything I mentioned modifies the ramming damage, I don't know what the "initial" values or multipliers are.

You forgot Spall Liner.

Kvaak #12 Posted 15 October 2013 - 08:29 PM

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View Postduvvel, on 15 October 2013 - 08:28 PM, said:

You forgot Spall Liner.
.
Well, technically it's a part of armor since it reduces damage from HE and ramming uses HE mechanics.

ajappat #13 Posted 15 October 2013 - 08:31 PM

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I'd love if someone could explain how I often lose HP with my KV-5, when I accidently hit some 1/3 of my weigh tanks at the start of game. It seriously has happened too often to be just "random bug". It's always just 1-3hp, so not big deal, but weird non the less.

Kvaak #14 Posted 15 October 2013 - 08:33 PM

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View Postajappat, on 15 October 2013 - 08:31 PM, said:

I'd love if someone could explain how I often lose HP with my KV-5, when I accidently hit some 1/3 of my weigh tanks at the start of game. It seriously has happened too often to be just "random bug". It's always just 1-3hp, so not big deal, but weird non the less.
.
It might "leak" through the radio operator's tumor, even a small poke can deal damage if there's no armor to block it.

AMEuP #15 Posted 15 October 2013 - 09:07 PM

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one word : http://i1.ytimg.com/...xresdefault.jpg

GreySpring #16 Posted 15 October 2013 - 09:28 PM

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rammet an IS3 from behind, downhill, aimed his tracks
result: my KV-5 lost hist rack, IS3 get 0 damage, not even his tracks broke :/
WG should "rebalance" tis ramming ting together whit the spalliner

Edited by GreySpring, 15 October 2013 - 09:28 PM.






Also tagged with Damage, Done, By, Ramming, Ram

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