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Old October 1st, 2006, 09:23 PM

narwan narwan is offline
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Default Re: kwk 38 cannon or machinegun

Don't put words in my mouth. Size of burst, accuracy of weapon and HEK are all related. What I said is that IF one would want to change the burst size you'd have to think of the other two too. Just as the designers have already done for the current version. THAT is all.

Again you seem to miss the point of abstracting real world effects into a workable game system by coming up with an example were real world effects aren't exactly matched by what the game has to offer. Guess what, it doesn't matter which way you go to model this, one will always be able to come with such an example. And not just for this gun. It's inherent of ANY model, game or no game.

This micromanaging is pointless. Take that final question for example "how to handle first round hits". Doesn't matter. Just like it doesn't matter that if an infantry squad fires their rifles and kills a sniper on the first try, ALL riflemen in the squad effectively lose a round of ammo even though the first one to fire could have hit the sniper. It's an abstraction.
If you're so worried about first round hits, just assume that the gunner isn't sure (and often can't even be sure) if the target is really out with the first round so puts a few more rounds in it. Makes sense since he can do that very rapidly with this gun and he's got plenty of ammo. He could wait a few moments to get a clearer picture, with the risk of being treated on for example a handgrenade or not wait and just put a few more in there. Better to be safe than sorry, right? Sounds realistic to me too.

There's no doubt for me that this weapon is far better modelled as a burst fire weapon than as a single shot weapon (so a big no on going back to v6 of the DOS game on this). And as I said earlier, if you assume the burst to contain 5 rounds of the relevant ammo type and assuming that the ammo was stacked alternating between HE and AP you end up with what you have now.


Narwan