Mixing the tank shooter and MOBA genres, we want to find the optimal combination of dynamic action and thoughtful tactics. The sector-divided armor mechanics is a good example of this balance. 

Each tank has 3 sectors of armor: frontal, side, and rear armor. Getting physical damage in different sectors, the armor reduces it with different effects, depending on the armor's thickness. The armor doesn't reduce absolute damage; however, few weapons and abilities are dealing with such damage. While experimenting, we deliberately abandoned the idea of having mechanics of penetration and destruction of tank parts, as in tank simulators. 

This makes the game more dynamic and fun, and at the same time, it still makes the combat tactics interesting.