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-   -   Flak issue (http://forum.shrapnelgames.com/showthread.php?t=52243)

Isto May 27th, 2019 12:35 PM

Re: Flak issue
 
Dont know.

Anton May 27th, 2019 03:46 PM

Re: Flak issue
 
Hits with extra penetration, including those at weak spots, are indicated with asteriskses in the comment at the bottom of the screen.

Isto May 27th, 2019 03:58 PM

Re: Flak issue
 
There was none, dunno really. Could always be something else though.

DRG May 27th, 2019 04:59 PM

Re: Flak issue
 
Since there is no save game and no info beyond it happened we will never know if the vehicle had been previously damaged and the crew reduced to one man and since the M10 is open topped one shot on the last remaining crew will kill the vehicle. It's one of SP's quirks that we all live with and accept as a c'est la guerre issue

Isto May 27th, 2019 06:35 PM

Re: Flak issue
 
The sniper shots came from an elevated position.

Mobhack May 28th, 2019 08:59 AM

Re: Flak issue
 
Quote:

Originally Posted by Isto (Post 845302)
The sniper shots came from an elevated position.

Then they can go in through the open top as there's no armour there.

mccarty.geoff May 29th, 2019 04:18 PM

Re: Flak issue
 
There's still the problem of supposedly killing all 5 crewmen with a 'single shot'. Specifically I find sniper fire is way overpowered in the game. Generally all firearms are given unrealistic actual effective range and accuracy.

Anton May 29th, 2019 05:06 PM

Re: Flak issue
 
Quote:

Originally Posted by mccarty.geoff (Post 845335)
There's still the problem of supposedly killing all 5 crewmen with a 'single shot'. Specifically I find sniper fire is way overpowered in the game. Generally all firearms are given unrealistic actual effective range and accuracy.

If all firearms are overpowered, then they are still in balance relatively each other...

What I find strange, however, is the ease of neutralising a field gun with an MG or a rifle squad. Is the gun's shield completely ineffectual?

mccarty.geoff May 29th, 2019 06:30 PM

Re: Flak issue
 
It's cool that there is an accuracy slider which can be used to reduce hits. Problem is that a rifle squad can effectively suppress targets at 500m (waste of ammo though). The default threshold between suppression and a hit is too slim causing unrealistic extreme range mass casualties for WW2 forces who were most often poorly supplied. Isn't a major game play problem but, lower ranges and hit percentages would better model WW2 standoff and closed engagements.
Gun shields and 1cm and less armor plate is mostly for protecting morale. An 8mm machine gun burst on an American pack howitzer's gun shield will rumple and penetrate for instance. Just like how vehicles are being penetrated by ammo they're supposedly rated against in recent wars. Velocity trumps stasis every time. The gun shield or any large equipment should have some defensive bonus though.
My problem with pack guns and mortars is if they're travelling on foot than how are the teams managing to haul dozens of shells or bombs?

DRG May 29th, 2019 07:03 PM

Re: Flak issue
 
Quote:

Originally Posted by mccarty.geoff (Post 845335)
There's still the problem of supposedly killing all 5 crewmen with a 'single shot'. Specifically I find sniper fire is way overpowered in the game. Generally all firearms are given unrealistic actual effective range and accuracy.


And how exactly did you arrive at the conclusion that all 5 crewmen were killed with a single shot based on NO save game example ?? The vehicle *may* already taken damage...we don't know


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