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-   -   Rate of fire question (http://forum.shrapnelgames.com/showthread.php?t=49732)

gila May 20th, 2013 09:44 AM

Re: Rate of fire question
 
Quote:

Originally Posted by AMX (Post 820101)
Quote:

Originally Posted by gila (Post 820100)
Well, you certainly seem to like kicking me in the head. so i'll not bother with MBT forum anymore.

I don't like doing it, I'm just completely incapable of having a normal conversation without hurting somebody. :sorry:

If somebody is leaving, it should probably be me. :(

You're good, i'm bad for cross referenceing forums:)

I will say the M4 will fire it's turret mg's at long range along with it's main gun however, but not the stuart.

Mobhack May 20th, 2013 03:38 PM

Re: Rate of fire question
 
There definitely seems to be a problem with weapons 2-4 showing a shot available (such as e.g. an RPG) and not actually firing one.

It does seem to have crept in this version from somewhere (I don't recall doing any ROF changes). On the TBI list for next year.

Andy

Imp May 20th, 2013 04:55 PM

Re: Rate of fire question
 
Quote:

Originally Posted by Mobhack (Post 820113)
There definitely seems to be a problem with weapons 2-4 showing a shot available (such as e.g. an RPG) and not actually firing one.

It does seem to have crept in this version from somewhere (I don't recall doing any ROF changes). On the TBI list for next year.

Andy

I mentioned the RPGs as wondered if it was somehow tied to the recent changes there, some code having a knock on effect.

Imp May 25th, 2013 09:20 AM

Re: Rate of fire question
 
Presume you already have found this out but just in case, may be normal behaviour in which case apologies.

1) Z firing at an adjacent hex the number of shots remaining depends on the number of active slots.
Example 6553 unit z firing all slots adjacent will become 3220
Switch off slots 2-4 & it uses 1 shot so becomes 5442.

2) Does seem to be slots 2-4 do not fire the last shot which can cause big problems with certain units / weapon types.
Worst effected are probably 2nd slot missile units like IFVs.

When you find the culprit will you be releasing an interim patch?

Mobhack June 2nd, 2013 05:25 AM

Re: Rate of fire question
 
The bug that was stopping RPG type weapons in lower slots firing even though they had 1 remaining shot showing has been found and squashed.

The strange thing is that if you turned off all the other weapons and then fired then the RPG type weapon launched. The bug only showed up when all the weapon slots were "live".

Using the individual weapon key "W" also fired the weapon - in the case of the test UK rifle section the 84mm MAW in slot 3 happily fired at the target if you used the W-3 sequence with all weapons still live. Since that is easier than turning slots off, I would go for that solution as the interim workaround if you need the RPG shot.

Cheers
Andy

Imp June 2nd, 2013 10:29 AM

Re: Rate of fire question
 
Understand the work around but as said worst effected units are those carrying missiles in 2nd or later slot.
They are now not worth the points value assigned to them as have limited opfire capability.
IFVs
Squads with ATGM or SAMs
AAA with Guns & SAMs like the USA Linebacker or Russian Tunguska
Attack helos
etc.

So currently steering clear of modern battles where either side has these in their inventory


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