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Messages - Mazz

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1
General Discussion / Re: Tank ammo questions
« on: 21-04-2012, 04:04:33 »
The system isn't really exact enough to do that, nor is it worth the time.

It wouldn't be a standard penetration table because as I said, guns penetrate the same armor at all ranges, it's the damage applied that matters. I don't know where the exact multipliers are in the python (I've seen them referenced but have no interest in finding them).

What a FH2 table would look like is:

75mm L48 vs M4A1EU: 40m = 1 shot -- 100m = 2 shots -- etc.

It completely varies per projectile and target so the work involved is just not worth doing, unless you want just the base multipliers and damage and then extrapolate on your own per tanks's HP values. Either way both are pretty useless because the amount of deflections and improper strikes at the moment gives you no values you can really set in stone.

Your best bet is just to load up a map with a lot of relevant tanks, or make one in the editor with really short spawns and unlocked vehicles, and just start shooting. We have a map like this at WaW but 1. the guy who made it isn't around much anymore and 2. I don't have a link to it.

Also, with the angle mod, its more simple then you think. Anything in between 0° and about 25° from center onto the side won't usually register much damage at all, and most shots past that angle will register full damage. Like I said about 2.4 before, nothing is set in stone so it's really anyone's guess.

2
General Discussion / Re: Tank ammo resupply
« on: 20-04-2012, 07:04:36 »
Trucks and supply drops are the only thing we've found at WaW that reliably gives SAP rounds. Sometimes you have a wait a while before they start resupplying them too. The ammo crates sometimes do and sometimes don't, generally don't.

3
General Discussion / Re: Tank ammo questions
« on: 20-04-2012, 07:04:26 »
I'll give a quick rundown off all the important projectile stats, at least what I know about them:

Penetration is a static value as stated, PzG40/APDS/HVAP usually penetrates anything from 10mm more (75mm L/48 on the StuGs/PIVH) to 50mm more+ (Panther/Hellcat).

Velocity is determined in the vehicle code, therefore each tank can have a slightly different velocity shooting the same round. AFAIK, all this effects is how straight the round flies.

Damage is applied by: Base damage of the projectile X A multiplier based on target armor value. PzG generally does more damage to a target along with penetrating more armor because of this system. For example, it's why the 50mm L/60 PzG40 can one shot the Sherman to the side where the regular round can't, even though both properly penetrate.

Damage starts at a value like 100 or 150 and then past a certain distance (usually like 30-40m) it progresses down to a minimum value. That is why at range, your shells don't do as much damage, and in some cases, don't do even remotely as much as they do up close.

2.4 features a hell of a lot of deflections so nothing is set in stone. This annoyed me at first but you get used to it, and it adds some variation to what would generally be a static fight most of the time.

As to when to use PzG, it depends on what your in and what your fighting. In Panzer IIIs it's best to use it right away, whereas the StuGs in Normandy should only being shooting PzG at Sherman 76s and Jumbos to the side (Jumbos have more HP then regs, hence the boost PzG can give you), because hellcats die to regular just fine and Sherman 75s cant hurt you frontally regardless even if you need 2 shots to kill them. This whole idea varies per tank, map and fight.

4
General Discussion / Re: SU152 tank shell
« on: 05-04-2012, 03:04:22 »
reload time generally vary from 5 seconds (Daimler, lighter IIIs, etc) to 7-9 seconds (pretty much every other tank shooting an AP round). Almost everything fall into those categories except some rarities: PII reloads it's clips in something like 2 seconds, and the M4(105) is something like 11 seconds. There are some others, but not really noticable.

We tested all this stuff at WaW at some time or another.

5
I joined WaW back in FH 0.6, and have been participating there in some form or another for the last.. something like 6 or 7 years. It really is a whole new way to play FH, and very, very hard to go back to pub and expect the same level of teamwork or excitement, or in my case, opportunity to score whore as much as possible.

There is nothing in 99% of pub play like shooting full 4 man jeeps on a regular basis, or defending a flag with 5 squadmates against 2 full incoming squads, or having dedicated spotters while you tank and working with the rest of the armor on the map.

6
General Discussion / Re: SU152 tank shell
« on: 02-04-2012, 20:04:25 »
Dafuq? Just 20 secs?

20 seconds is pretty long considering the Panther can shoot in nearly 3 times in return in that time period.

7
General Discussion / Re: SU152 tank shell
« on: 27-03-2012, 23:03:54 »
The 152mm round was used in the AVRE as a stand in, hidden in the files, at least in 2.3 and earlier.
Trust me, it's effective with merely HE.

The drop is very high and the reload is ~20 seconds, but it's still scary as hell.
Also note that velocity is done in the tank's files, not the projectiles, so the SU probably shoots straighter. And on another note all the Russian rounds were in the files for a long time now. Probably have been altered some though.

8
Great reproduction of a terrible looking vehicle.

9
Suggestions / Re: Tank sights
« on: 25-01-2012, 20:01:09 »
You find the Panther's sights the most difficult? At least the round travels at high velocity.

Most axis sights are actually better centered on the midpoints of the trangle sides (left or right depending on gun) rather then the centerpoint or outer corners. In FH .6 the IVH's sights used to be calibreated to the exact right corner, it made things like shooting through windows at range a breeze. Ah the good old days.

The M36 and Pershing have the worst sights IIRC, they are way off. Pershing isn't on any stock maps though and technically not finished in stock.

I will agree the Allies sights are generally easier to use, just due to the less clutter at the actual point of aim and the area directly beneath that.

10
Suggestions / Re: German Tank Smoke shell
« on: 21-12-2011, 06:12:59 »
Given the amount of deflections that occur in 2.4, I've used the Axis deck smoke a few times now to escape combat. Considering you have about 6-8 seconds in between incoming shots, you can often reverse and/or even spin and drop 2-3 in the time it would take them to fire off a round, the key is to not drive in a straight line once retreating. It only works in a few spots where you use it to reach nearby cover (Vossenack is a great example, El Alamein is not).

It would be nice to see on a seperate key though.

11
Suggestions / Re: Panzer III M DAK
« on: 15-11-2011, 04:11:48 »
Another important question for you Kev, will the 50mm KwKs keep their PzG? I've heard you say the majority of the higher calibers are going, but the 50mm was made in quantity (1 mil existing in Dec. 1943) because it kept the 50mm effective. Same with 20mm, but more for the fact you could make 9 rounds of 20mm for the amount 1 75mm would take.

I can cite some sources if you need, we have had this conversation in depth at WaW.

Panzer II and Puma could use their SAP back on that note.

12
Suggestions / Re: Jagdpanther, JgPIV, Hetzer
« on: 23-10-2011, 23:10:20 »
Definitely know it's possible. Could've definitely use it too.

13
Suggestions / Re: 37mm ammo
« on: 13-10-2011, 00:10:30 »
IF you expand the view on most maps you would need to really tune down the loss of power over range, we have a few maps in WaW with really far view distance (we have a remake of El Al for example with 5 grids of view distance), and it's maps like that where you really start to notice it get wonky, like 4-5 shots from a Cromwell to kill the Tiger to the side. Hell, I've even see the Firefly need 4 to do it frontally in you include a deflection.

14
Suggestions / Re: 37mm ammo
« on: 09-10-2011, 18:10:04 »
To be exact, the Sherman can kill the IVH to the turret at any range, but it doesn't penetrate the hull. Not a very hard shot though if you have used the Sherman before. Every Sherman variant above the Sherman II in game is a 2 shot kill to the hull, including the M4A1_eu and US M4A1s (basically every Sherman you see after Africa). I can live with the M4A3 being harder to kill but the problem is I've never read the PaK 40 struggling to do so.

Also, damage is already greatly scaled by range, the min distance to loss of power is much shorter then in 2.3 and therefore it's why the fights on a map like Gazala take 4-5 hits in both directions (to be exact again, the 2 pounder and 50mms have higher losses of power then something like the long 88)

15
Suggestions / Re: Return the APDS shells to the churchill
« on: 09-10-2011, 04:10:17 »
Tanks only need 1 special shell, 2 is just excessive. I do agree the Churchill should have some though, makes it actually useful on Totalize.

While we are adding ammo back to vehicles, can the Puma get is PzG 40 back? It was the only medium/large PzG kept in production because the 50mm's needed it. I understand if no, but the PIIIs still have it so it's not really a stretch.

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