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Originally Posted by thatguy96
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I'm thinking (brainstorming, whatever) that one might possibly classify a unit such as a SEAL 2-man scout team as a sniper thus allowing this "elite" type of unit to hit more often then the weapon tab data normally allows.
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The only issue with this is that the code treats the weapon in slot 1 as being issued to every member of the "squad." So you'd have it essentially treat the 2-man unit as having 2 M40s. From what I've been led to believe, the second person is usually an observer, in the USMC case armed with an M16A4 and M203 grenade launcher. Has this changed? I realize there's no reason to assume that this is still correct.
I have often wondered about whether it might be possible to put pistol in slot one and the sniper rifle in slot 2 (or maybe even slot 4) and get the correct result.
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The game treats the
weapon class ONE(1) weapon in weapon slot 1 as being multiplied by the number of team members. (It then deducts that count for firing range, for HE effect. 10 rifles at range 1 are less effective at range 10).
e.g. there was a Japanese "sniper team" set up with crew 2 and 2 slots both with sniper rifles, for a total of 3 weapons issued. (Slot 1 class 1 weapon* 2 crew) + Slot 2 class 1 weapon = 3 rifles, for 2 men.
In game terms, any "observer" can be ignored in sniper elements as irrelevant. The snipers only need the number of shooters, an observer-spotter might be rationalised as FC and/or Vision add-ons etc.
Many sections have an SMG or whatever in slots 2-4 as well as a class 1 infantry prime weapon in the primary weapon slot 1. That suffices for say the UK WW2 section with N rifles, and an SMG issued to the section commander. There are also elements with another rifle in a secondary slot for "flavour" - e.g. say militia with an AK47 primary and a secondary SKS. (It is also used in some larger sections esp WW2 rifle-only ones to beef their rifle fire up a little bit). The cost calculator will charge a couple of points for usage of another weapon slot for these.
Cheers
Andy