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Re: OOBs way out of whack?
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Bear in mind, it would be hard to simulate such distinction in-game, as there's no means how to "switch" the weapon from semi auto to full auto and from one range to another, so compromises have to be made, so Suomi gets the same kill and range (and accuracy) rating as most other SMG's. Quote:
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Re: OOBs way out of whack?
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Achieveing multiple hits ona target with a sungun at 150 meters would be nothing short of spectacular. And multiple hits on a target are what a subgun NEEDS to be effective. 9MM and .45ACP FMJ rounds are not known for being outstanding manstoppers. The .45ACP is better, but only because of the larger hole it makes. I wasn't boasting my experience...it's a fact. And I put more stock in personal experience than numerical theories based on varying information from books. I do agree with Chuck that the Ian Hogg books are the most informative and useful. I wish folks who created this game consulted with some live survivors or at the least read some WW2 history books about weapon's abilities and intended uses before they plugged in the numbers that are in there right now. I hope SOMEBODY has reworked the OOB weapons files and the file is available for others to use. If not, I'll just keep changing the numbers until they eventually are more accurate and representative on real world numbers. Dep |
Re: OOBs way out of whack?
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THANK YOU for the info about the 1 hex settings!!! That will help me a lot!!! http://forum.shrapnelgames.com/images/smilies/wink.gif Dep |
Re: OOBs way out of whack?
Well, as I said I know how 9x19, 7,62x39 and 7,62x54 acts, when fired full auto. I have no personal experience of .45ACP. However here is a good thread about WW2 SMGs and their uses in different armies, by guys who know or have fired those guns, maybe not in WW2 but later.
Presenting again our beloved tanknet: http://63.99.108.76/forums/index.php...gun&st=120 And from personal experince I can guarantee that the Suomi SMG 9x19 was very easy to handle with 6-9 round automatic bursts and regularly landed on target with surprising accuracy, that can not be said from same distance with an AK or finnish M62 7,62x39 on similar full auto bursts. Also consider this: if you drop one SMG range to 2hexes from three, there will be twenty guys complaining from different reasons that why this gun outranges the other, and have about million arguments why it actually should be the other way round. The developers would probably like to see to drop individual weapon designations and use only a generic SMG, rifle or self-loading rifle or carbine. However this will not happen, because there would be again ten oob makers saying that they want to present their Thompson, M16 or whatever for some reason (reality) to the game, so the individual weapon names will stand. If you drop all SMGs to range 1hex, SMG-armed formations will suffer heavily. They will be gunned down from 2+ hex range by any regular rifle squad and will be mostly useless in this game system. My opinion comes from 5 years of gaming experience with SPWW2 / SPMBT system. edited for spelling |
Re: OOBs way out of whack?
Hi pdoktar
For my experience I have fired the f1 which is prety much the sten and when you pull the trigger and the big fat bolt luches forward I can tell you when it hits the bullet the gun wants to jump out of your hands. The muzzle then proceeds to climb rapidly, there is hardly any point aiming. Training is to lean into the weapon yell and fire. In short its a dog, handy in a house no doubt. Im sure most other SMGs perform much better. Marek mentions harrassing fire as a justification for a long SMG range but LMGs ect can also indulge in harrassing fire past their effective range but I think this isnt modeled for them and so shouldnt be for SMGs either. Actually I think dropping the range of all SMGs from 3 to 2 hexes would give more "realistic" play. Im not sure if there are other SMG formations about but as for disadvantaging the tank riders dont forget they do have a tank to provide long range support. While on the subject of tank riders I think it would be a good idea if the tank riders were in the same alpha group as the tanks like say panzergrenadiers, ie a1-a3 are tanks and a4-a6 are tank riders. Also soviet formation unit 063 has a LMG which I believe tank riders didnt have. not sure if they came with anti tank mines of molotov cocktails either, these are antitank weapons and they do after all have a (several) tank(s) with them to take care of other tanks. I thought they were famous for being trained in and armed with just one weapon (ppsh). ie they are there to protect the tanks from infantry. Best Regards Chuck. |
Re: OOBs way out of whack?
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Re: OOBs way out of whack?
Quite justified for all SMG's?
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And again, judging from the war memoirs I have read, esp. from zones where SMG's were used more than in US Army, it seems just this was quite frequent mode of use when the goal was to keep "their" heads down at ranges where artillery was already a no-no. |
Re: OOBs way out of whack?
Hi Marek
So if every other weapon in the game uses its effective range why should we make an exception of the SMG and let it have extra 'suppressive' range. Effective range for a SMG firing bursts being 2 hexes or less. Not that Ive read the same texts as you but Ive never come accross this long range use of SMG suppressive shooting. Seems a great way to get in close with the enemy and have no bullets left once you get there, obviosly some quotes or references would be helpful. Beat Regards Chuck. |
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