Thread: Combat Routines
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Old July 21st, 2005, 10:58 PM
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Default Re: Combat Routines

Quote:
Weasel said:
I was wondering how much the combat routines have been reworked in this version. The reason for asking are several oddities I have noted that have me scratching my head. The first was when I hit an M113 from the side with a Milan and it failed to penetrate? The second was when my SA-8, which had not moved from game setup, just sat there and watched a non SEAD aircraft fly right over him and kill one of the arty units he was suppose to be protecting. Third was once again an M113 that took mulitple hits on the top from an aircraft firing 57mm rockets with no effect. And lastly was a SPAAA unit that took two hits from a 125mm gun, each penetrating for over 70 points without doing any damage to the vehicle. The SPAAA that very same turn shot down my helo.

Just trying to determine if this is correct according to the new combat routines, or do I just have really crappy luck.

Sometimes the random number generator (RNG) throws you odd results. Not becasue it is broken but becasue it just spit's out a string of high or low results ( i.e. "really crappy luck"). Call it one of the "quirks" of the game and we are aware of it and try to keep it under control which is why you don't see "76mm rounds routinely bouncing off of halftracks" in SPww2 and WinSPMBT

As for the "my SA-8, which had not moved from game setup, just sat there and watched a non SEAD aircraft fly right over him and kill one of the arty units he was suppose to be protecting." ....an SA-8 has a 30 hex MINIMUM range and if it doesn't see the aircraft until it's 29 hexes away it will sit there and do nothing becasue there wasn't enough time to lock onto the target and launch ( or in some cases that distance is required to arm the WH so it's more a function of time required rather than range needed but it ends up the same thing either way . Some of the large SAM's need even more than that to engage a target)

Don
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