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Marek_Tucan said:
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Deputy said:
The help file ONLY states "bigger is better".
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And you're reading too much between the lines. Given quote means exactly that Bigger (HE kill, since that's what the paragraph is about) is better. Hard to argue with that as the bigger HE kill the bigger chance your enemy snuffeth it, ie the better. Note it doesn't touch caliber, RoF, range... Just HE kill value which is derived primarily from weapon class - MOST SMG's have HEK 5 due to their high rate of fire, contrary to bolt-action rifles (HEK 1) or self-loading rifles (HEK 2).
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It doesn't say anything about rate or voulme of fire. From the way it's set right now, the MP40 becomes MORE deadly (meaning more KILLING POWER) than the 98K rifle cartridge.
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One would think that if in SMG range, a burst of 9mm may be well more deadly than one 7.92mm bullet. If for nothing else then for more lead flying in the air. Or did you think SMG's in the game are single-shot?
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Even worse, the weapon ranges for submachineguns are just plain crazy.
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Really?
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The submachinegun is an excellent CLOSE RANGE weapon for use in close assaults or in house-to-house fighting.
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Agreed.
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But it's maximum effective range is only about 50 meters (1/2 a football field) in real life.
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Or more, depending on weapon.
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Beyond that, you'd end up firing it like a mortar and it's accuracy as well as killing power would drop to zero.
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Killing power is still there. Stray pistol bullets may cause serious harm well beyond handgun effective range. And actually atleast to me it too often happens that at ranges over 1 hex firing SMG's can be likened to watering garden with your eyes blindfolded - you are guaranteed to hit the map.
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Since each hex is 250 meters across (273 yards), longer than 2 1/2 football fields, any submachinegun killing anything beyond the hex IT'S LOCATED IN, is simply ridiculous.
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DISCLAIMER: 1 Hex in original Steel Panthers was intended to be 25 meters, in late stages of development upped to 50 meters. In no Steel Panthers series games the hex is 250 meters, only in SP3:Brigade command it's 200 meters (ie four SP1/2/WAW/MBT/WW2 hexes). A little of boring calcullations would show you that game with rifle ranges of 2500 meters, bazooka ranges of 1500 meters and such would be strange, however if you divide the values by 5 shrinking hex to 50 meters it'd begin to make sense.
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The Thompson and MP38/40 is shown as having a 3 hex range.
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IE 150 meters. On the far side a bit hard to it anything with aimed fire, yet SMG squad firing may create a decent beaten zone to push enemy head's down at the very least.
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I admit I was off on the hex sizes, but I maintain that the subgun ranges are still too generous.
High rate of fire in a subgun does NOT equate to more kill potential. Other factors like controllability come into effect. "Spray and pray" may work in the movies and for gangbangers, but for military use it is frowned upon as wasting ammunition. It is NOT taught even in machingune training. It has been repeatedly proven that aimed, rapid semi-auto fire is much more effective at actually killing people than full auto fire out of any handheld weapon.
The subguns is deadly in CERTAIN instances. The Soviets made excellent use of them in house-to-house fighting and close assault combat. But a sungun is NOT a "handy rifle". At ranges beyond 50 meters/yards, it's pretty useless. The 9mm as well as the .45ACp drops rather rapidly the further out it goes. They are PISTOL CARTRIDGES, not rifle cartridges. Again...lots of lead flying in the air is great for suppressive fire, but you need that lead to be ACCURATE to be effecive. The maximum range for the subguns in WinSPWW2 shouldn't be more than the hex they are located in. Beyond that, they are just noisemakers. The weapon that was actually USED for suppressive fire in WW2 was the Browning machinegun or the MG42.
BTW...more Infantry were killed by artillery than ANY other weapon in WW2.
Dep