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  #11  
Old September 19th, 2005, 08:07 AM
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PlasmaKrab PlasmaKrab is offline
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Default Re: AP ammo: artillery and tanks

Alright, thanks for the answers, Andy and all,

This I what I suspected, I came across the idea of the unit class link shortly after I posted the question, I had been so deep into tweaking the weapons that I couldn't see that far anymore...

That was just to know if there was some workaround to have tanks firing APers cluster rounds (I know that IMI has been doing one for the Merkava, and there should be some more around). The answer being no.

Now while I'm on it, may I ask how the "cluster" class weapons are parametered in terms of effects?
I guess that like for all other weapons the accuracy is, basically speaking, the chance to hit something (so the one rating to improve when you have several submunitions around), both penetrations are clear enough, now what will be the role of the HEK (and APK respectively)? Does it only influence the amount of damage dealt on unarmored targets? Or has it some more specific link to the "spread" of the weapon, i.e. how many bullets in the cluster?
Like, f.e., can I put a nearly null HEK to weapons releasing "smart" AT seekers or would it have an impact on the overall effect?

Sorry for consistently asking such questions, but I can't run the game right now so I cannot run tests either.
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  #12  
Old September 19th, 2005, 03:31 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: AP ammo: artillery and tanks

With the cluster munitions I am setting the acc rating to be some sort of number of bomblets (I cannot tell the formula off the top of my head, will have to have a look - OK, I thought it was more complicated, but I use just a square root of the number), I am rationalising to myself that more bomblets=more probable you score a hit. Given guided submunitions like MOTIV-M or so, I give HEK of 2, acc of 90 but haven't found whether it is doing something)
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  #13  
Old September 19th, 2005, 03:42 PM
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Default Re: AP ammo: artillery and tanks

That's about what I thought of regarding accuracy.
For guided submunitions I used a basic downgraded seeker accuracy (accuracy of one submunition), then growing logarithmically (10*log10(n)) with the number.

The problem being that, if you go any forward in this reasoning (more rounds => more P(hit)) you end up linking the accuracy of MGs and autocannons (and sniper rifles f.e.) to their intrinsic RPM rate of fire.

Tuccy, have you tested your HEK=2 weapons to work?
Actually smart rounds like the Motiv or Bonus or Skeet are bound to kill nearly no infantryman, even in the open, since they are specifically AT with an IR seeker. That would be tough luck to catch one on the head or stay nearby when it self-destructs!
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