Turret, engine and track damage alone won't constitute a sim for War Thunder. The core of it lies in the complex relationship between armor, gun and shell, involving angles, shell type, muzzle velocity, etc,.
The shells are not complex at all? RNG? Even RNG is dictated by factors and percentage values. The difference between all these rounds are reflected in myriads of ways.
The amount of HE inside a shell --- the greater the amount, the higher the one shot chance knock out.
If the shells are all solid --- they are less likely to take out a tank in one shot, which makes the shot placement more important so they can reach the ammo.
Ballistic capped shells like APHEBC, have higher normalization values than non capped shells like APHE, APCR. This makes for better penetration against slopped armor than non capped shells, even if the non capped shells have a higher muzzle velocity.
HEAT has the highest normalization values, useful against the most slopped of tanks, but they are also solid shells.
APCR and Sabot have the highest penetration values, but the lowest normalization values. They are most likely to ricochet. Both are also solid shells, which makes the least internal damage.
HE will not penetrate most frontal armor, but can cause fires, knock out crew, damage components.
Sometimes you are facing soft skinned vehicles and the shot will overpenetrate, causing the least amount of damage. Switch to HE and knock that SPG out.
War Thunder tanks makes ammo selection important, and one also has to understand the different types to make the right decision in the battlefield.
** Do you know that reducing the amount of shells in a tank reduces the chances of ammo racking? ** You can use the Xray viewer to see where the shells are located, and by reducing the shells, which of the vulnerable places are left empty. For a game to feature that, even on its arcade mode, that just blows my mind when I discovered that.
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As for Mechwarrior it doesn't simulate the BT universe properly in a fundamental way, since a vital core component of the table top experience is RNG and you don't have that in Mechwarrior. You don't have tanks, infantry and VTOLs either. The BT universe is a combined arms experience which you don't have on MWO. Then there are other things, quirks, changes in values, that are quite non canon, though deemed at first necessary for game "balance". Then there is manipulation of the lore, such as Clan tech superiority over the IS, which has been chipped out, for "balance". In a proper sim, one has to accept a certain degree of imbalances, if this is lore set imbalances.
It also fails to simulate the experience of a giant robot --- everyone feels like a six foot person in a costume. It doesn't feel stompy, mechs have a funny chicken like hurried gait when they walk, mechs can't tank now, they can't take damage, they can't stomp, they can't assault or use tactics we expect from Battletech or any giant robot premise. Mechs peek and boo, as if they are playing an FPS with mechs. You don't have this slow, clunky but massively overpowering firepower of what you expect a giant robot should be.
If you take away the legal, technical things to qualify a simulation, then you also need the simulation of the
spirit. Does it simulate the feel of the franchise? Does it simulate the heart of the franchise? Does it simulate the soul and the spirit of the franchise?
And quite frankly, even on the emotional and spiritual aspects of it, no. This doesn't mean they tried. But even then, and up to now, they have not succeeded and I don't know to what extent or even tried to make that 'feel' (they seem to be more and more influenced by other games, as if they are trying to put this game between CoD and WoT).
Edited by Anjian, 24 March 2017 - 08:46 PM.