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Re: Accuracy values for the main guns - MBT\'s.
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newbie and I've had this "discussion" before regarding bunkers and such and I suggested you need more experience playing the game because when I test these complaints I invariably end up scratching my head wondering how I could get results diametrically opposed to what other people do. That was confirmed when I built the my test sceanrio based on the information you gave me. MG's pits, + Abrams all around them in adjacent hexes and unable to even hit the bunker. I get one shot, one kill three times in a row in the test scenario . However, it is almost impossible to test things like this properly in a "test scenario" I have to build just guessing at the conditions in the actual game. I need the save game and I need to see what you see to judge the problem. Now that I have that I can look more closely at the issue and , in this case what I discovered was we have already made changes that change the results. I first loaded this save game into my working game and killed the AA emplacement in one shot with Abrams so I start thinking..." oh yes..... here we go again" but then I realized the EXE I'm using in my working game is about 35 versions beyond the one you are using so I dug out a version of the EXE that was in the DL release and tried this and yes indeed, things can be very difficult to hit. Not impossible, but difficult. Lot's of misses I then loaded this test scenario in the most up-to-date EXE This one has had tweaks to the code to enhance Fire Control, Range finder and vision ( like TI ) plus the OOB's I', using have the M256 gun increased from 11 accuracy to 14. That increase in accuracy may sound like a lot but it is a minor change in the big scheme of things. However, each small change accumulates and we had to be very careful not to go too far with this but here is what would happen now if we issued the patch today ( you can refer to your game while reading this. It's a nice benefit of running in Windowed mode I never run full screen simple because this allows me to do multiple things at once ) Abrams B0 targets AA emplacement 800m 44% to-hit chance. In three attempts two missed one kill Abrams D0 firing at the bunker in 150,164 ( the one with the Bradley's and M113's around it ) 500m 61% to-hit report. In three shots there were two kills and one miss Bradley L0 firing at the bunker in 150,164 ( again... I reloaded the game ) 450m 61% to-hit report. Three attempts, three kills I then ran Abrams F0 up the road until I had a clear shot of the AA emplacement ( I ended up in hex 144,150 ) 900m 17 % to-hit. Four attempts resulted in three shots missed and one kill So, it appears the changes we made to the code have eliminated the issues you raised so when the patch is released you should see a noticeable change. We have not turned them into omnipotent wonder weapons but they do hit and kill more in line with existing battle reports Glad you like the game otherwise Don |
Re: Accuracy values for the main guns - MBT\'s.
Don,
Thank you for taking the time to look into this. I know I came off wrong. I have experienced the same in my time as a systems administrator. I know it is hard to hold back when someone is telling you that what you know to be true is wrong. In the world of computers and programing many people have no clue as to what is really going on. Quote:
Hey, even I am not perfect, just right most the time, LOL. http://forum.shrapnelgames.com/images/smilies/happy.gif I like to say this to users (Luser, in the IT world for newbies)when they find something I didn't. I have learned that they are not as much wrong as they are not informed enough to give the correct answers. I am glad that I was not totally incorrect though, just not up to date. I don't think any of us want uberweapons, just fair representation. Even in real combat in Iraq what seems like a unbeatable weapon (Galiath) can be defeated by the so called Davids. Several M1's and Bradley's have been taken out. Even with the current debate of WP weapons and Nato weapons, it has always been my understanding that we may have had better weapons and training but, the shear mass of what was going to be comming through Germany would balance everything out. The pre attack artillary and air strikes would have been more devastating than we could ever have known. Nobody seems to put that in their senarios. I'm talking about 2 or three turns worth of raining Hell. I myself have been working on the infantry side of things since version 1. I have worked on making infantry weapons and troops a little more unique. The old standards of ACC and HE kill just didn't seem to fit the different weapons. I would like to understand more of how ACC, FC and RC influence a weapon. Well, everybody keep up the good work and DON, take a breathe and think LUSER... |
Re: Accuracy values for the main guns - MBT\'s.
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More like 10 or 20 "game" turns minimum. 2 or three game turns is only 6 - 9 minutes or so. Any serious WP opening barrage would have been much more than just 9 or 10 minutes Don |
Re: Accuracy values for the main guns - MBT\'s.
@ gooseman: so youŽll will get some arty barage for shure soon...hehe
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Re: Accuracy values for the main guns - MBT\'s.
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Re: Accuracy values for the main guns - MBT\'s.
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The HECK caused by trying to avoid or ride in out would be nerve racking, then out of the smoke at about 1000 meters or less are the Soviets, well within thier effective range. Will Western technology be good enough then?? I think I will play test that myself. |
Re: Accuracy values for the main guns - MBT\'s.
@ gooseman: but you cannot generalize what you said, for severall reasons:
1. is was assumed that nato getŽs air suppority, so many arty tubes would fall prey to aircraft 2. the nato developed some "smart" weapons special against arty and tanks ( russians also but later ! ) 3. okay the first attacks from the pact on nato lines would probably such with th emassive arty fire, but i think if the run a bit and on their way get harrassed by nato air and small counter attacks very soon their arty will get seperated and unorganized in later stages of the ww3 so, that these battles would perhaps see pact units without much arty support at all.... just a few thoughts.... |
Re: Accuracy values for the main guns - MBT\'s.
Alpha,
I agree completely with you on that point. I was mainly thinking of the first assault. The whole WP goal was to hopefully pound what defensive units they could so they could get deep in to allied territory before NATO could mobilize enough support. I believe NATO would be able to wear down the RED TIDE, but the first 48 hours would determine the whole thing. This also depended on a slow build up of forces on both sides. If they were able to attack without a strong NATO response it wouldn't be as big an impact. Also as you said, it is assumed NATO air superiority would balance things out. Soviet doctorine relied on masses of anti air systems also. Not to mention NATO aircraft may get tied up with WP fighters. It may take a day or two to get air superiority. |
Re: Accuracy values for the main guns - MBT\'s.
well as long the SU27 and MIG 29 were not invented in soviet arsenal we had the better fighters. ( f16, f15, f18 also some french like mirage f1 or 2000, tornado )....
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Re: Accuracy values for the main guns - MBT\'s.
M256,
The info on Russian auto loader equiped tanks ROF is optomistic at best. In the early 1990's it took the auto loader 10 seconds to re-load and put the gun back on target. In a real battle any Western tank could out shoot it by at least 3 to 2 rounds. And who reloaded the ammo carrosel when it was empty in a Soviet built tank? The commander. If the gunner and commander are doing it, that just leaves the driver to pray that they get it done soon so he does'nt have to die for his country. Now if he is doing that, who spotted for new targets? In the game durring the first few turns a Soviet/Russian tank gets to fire 2 rounds per impulse. One a gun round and one a ATGM. This is bull. All are in the auto loader. If not the ROF drops. They all go through the same tube. They are still working on the accuracy of their sabot rounds, and their auto loader is still a mess. My question is, why do Soviet/Russian tanks in many cases have ROF of 7, while they have the ATGM advantage (weapons slots 1 and 2 ) and an unbeliveable ROF of 7 for all T-80s, some T-70s, and maybe some I have not found. ALL WESTERN TANKS with a 90mm or better armament have a ROF of only 6. Despite the FACT that a 120mm loader in an ABRAMS could out load the AUTO-LOADER 3 to 2 in ANY situation reguardless of training. One other thing, how do you un-load the tube of a 125mm gun with the auto-loader if you have the wrong ammo in the tube? You clear the weapon just like a naval weapon, fire the round off, make another selection for type of ammo, and wait 10 seconds to die. |
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