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-   -   AT-Guns question (http://forum.shrapnelgames.com/showthread.php?t=27043)

Marek_Tucan December 16th, 2005 04:10 AM

AT-Guns question
 
Do the ATG's, or generally crew-served weapons, use the infantry logic of going prone under fire? And does the "infantry toughness" choice affect the crew-served weapons as well?
I seems to me that, compared to regular infantry, the ATG crews are too easy target at longer ranges.

pdoktar December 16th, 2005 07:18 AM

Re: AT-Guns question
 
Maybe the crew-weapons like mortars, guns etc. are in real life easier to hit / destroy, because if seen, every crewmember is crouching and hiding / firing behind the same cover / gun armorplate, not from a 50 meter front as a squad of marines.

So a well-directed / lucky-shot burst of MG-fire or even better, a HE-shell will cause lots of casualties.

Mobhack December 16th, 2005 08:57 AM

Re: AT-Guns question
 
yes - when casualties are allocated, crew-served weapons will occasionaly get additional kill(s) added for the close-bunched crew c/f a rifle section which is considered deployed tactically across the entire hex. It's always been that way in SP-series games.

Andy

Marek_Tucan December 16th, 2005 10:11 AM

Re: AT-Guns question
 
OK, thanks for answers, just wanted to be sure.

Mustang January 19th, 2006 11:52 AM

Re: AT-Guns question
 
I think that the casualties taken from any hit should be increased. Every time I fire a high-accuracy shot from one of my Abrams or with a good ATGM like TOW, I only get one enemy casualty, if any at all. IMO the Abrams is accurate enough to kill an AT gun in one shot.


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