N% chances wont do. I think TWI want RO2 to be based on skill rather than chance. Otherwise ---------> introduction of jamming! (you dont want that for axis team)
Do you know of another way to model a commonly faulty fuse?
N% chances wont do. I think TWI want RO2 to be based on skill rather than chance. Otherwise ---------> introduction of jamming! (you dont want that for axis team)
Nope, same with jamming. Should be left for the sake of gameplay.Do you know of another way to model a commonly faulty fuse?
It's pretty evident that the game doesn't model the HE charges in the AP projectiles anyway. Since if they did, the 150g TNT charge in the BR-350A would most likely kill the entire crew on every penetrating hit to the crew compartment.Nope, same with jamming. Should be left for the sake of gameplay.
Ok, and jamming <3It's pretty evident that the game doesn't model the HE charges in the AP projectiles anyway. Since if they did, the 150g TNT charge in the BR-350A would most likely kill the entire crew on every penetrating hit to the crew compartment.
But I feel that they should add these charges, and if they do, then they need to model the unreliable fuse in the BR-350A.
Ok, and jamming <3
You can just leave it to chance. Simply add jamming to all weapons. Add more jamming to drum PPSh and ability to remove first few bullets as a veteran unlock, to (almost) remove jamming, it was so reliable everyone loved it. There you'll have axis future weapons nerf. Laser gun MP40 jammed? Too bad, try again after respawn. Want to Mkb? Too bad it will be jamming you'll have to fight with, not the enemy. Like MG34 with 250 round belt? Too bad, jamming loves it too.Jamming is a far more complicated addition to make. Weapon maintenance, weapon design, ammunition quality control, ambient temperature, firing patterns, are just some of the factors that would need to be considered.
Modeling a faulty fuse in a round which was commonly known for it is simple in comparison.
I suppose that could work. But they'd need to add a command and animations to clear jams for all of the weapons. It would balance some of the German weapons so people would stop crying that they're overpowered. Certainly a better option, in my opinion, than making them less effective than they were in real life.You can just leave it to chance. Simply add jamming to all weapons. Add more jamming to drum PPSh and ability to remove first few bullets as a veteran unlock, to (almost) remove jamming, it was so reliable everyone loved it. There you'll have axis future weapons nerf. Laser gun MP40 jammed? Too bad, try again after respawn. Want to Mkb? Too bad it will be jamming you'll have to fight with, not the enemy. Like MG34 with 250 round belt? Too bad, jamming loves it too.
For weapon maintenance, reduce jamming for higher levels, more expirienced solders looked after their weapons (but not to the extent of jam-proof weapons). For ammunition quality control, you dont need it, its Stalingrad, you get ammo, you are happy with it. And, well, temperrature you can nerf german guns even more, but lets be fair and let germans retain ther future guns ability to shoot.
You see, its simple, even simplier than soviet shell composition and ballistic calculation. And it will balance out german and soviet weapons. And everyone will be using bolt-action rifle as they will jam much less than any other rifles (or will they even jam?).
Soviet reliable weapons are fine.
Even if the fuse doesn't work, a penetration will still cause damage (same as it does now), it just wouldn't kill everyone in the tank. That 150g TNT charge (when it works) is like a hand grenade going off inside the tank.p.s. I dont want to shoot PzIV 10 times because I was unlucky, shell shattered and fuse didnt work, I dont want t-34 driver to wtf rape me because he was lucky.
Agreed. The game is bugged and needs looking into.regardless, top ranges in stalingrad were around 200m (ingame). This means a garaunteed penetration for either side. As it stands right now the p4 is way too tough at the ranges in game.
The model in game (Ausf. F2) should have 40 cm wide tracks and not the earlier 36 cm tracks (Ausf. A-E)the p4 had well documented issues with difficult terrain due to small tracks.
I would think this would apply more to the FHA 80 mm thick Panzer IV's vs the BR-350A as the round is poor quality and is overmatched by the armor thickness.Teufel Hund said:BR-350A...It was well known for it's tendency to shatter upon impact with face hardened armor, ironically with the higher velocity it is more likely to do so. This could easily explain what we see in game.
Is this number for the heavier J or the lighter F2?Teufel Hund said:Agreed, 16 kph would be about right off road.
Sure there is. This is a game. Its overpowered just like in the first RO to give it a chance vs tanks, no one would use it otherwise. I don't agree with TWs awful logic though.Vesper11 said:there is still no explanation for PTRS
Actually the ppsh drum users would be the most pissed off.Vesper11 said:introduction of jamming! (you dont want that for axis team)
These are rare rounds but that never stopped TW. Example: MkB 42. So I would not be surprised if its the BS-41 in game instead of the B-32.Teufel Hund said:Even using the BS-41 rounds
Either its not modeled or its woefully impotent in game on both sides. Ive been saying this since September.Teufel Hund said:It's pretty evident that the game doesn't model the HE charges in the AP projectiles anyway.
The armor spalling in the low armor quality T34 would.a penetration will still cause damage (same as it does now), it just wouldn't kill everyone in the tank.
This is why TWI shouldnt bother tankcombat in RO2. The maps are not made for it. Nor the tanks (lol).I tried tanking for a while the other night. I'm convinced it's pointless even including the T34 on Commisar's House.
So, I start at the spawn. I roll forward into the park. Enemy Pz4 at the other end. Turn to face him, man the gun. Fire. Shell doesn't seem to do anything. He fires. Gunner dead.
One of my other crew members scrambles to the gunners seat. Just as I look down the sight again, he fires. Loader dead. Tank is now worthless as you cant replace the loader. All this time, I can hear the "dink!" of shells from unseen anti tank rifles taking out my engines. Then, boom. Another shot from the Pz4 and I'm toast.
Respawn. Roll into the park again. Same Pz4 is there. Fire on him, no effect. He fires back, and the cycle begins again. Boom. Dead.
This time, I think Ill try what everyone always says, "use your superior speed and outflank". Spawn. Full speed ahead! Go charging across the park. One shot from Pz4. Engine dead. Turn to fire back, no effect. Another incoming shell. Loader dead. FFS.
By this time, I seething with frustration.
I try once more. Spawn. This time, turn 180 degrees. Decide to sneak the other way around the map, and maybe come out behind the Panzers in the park. So I head down past the water refinery, and keep moving to get behind them.
WARNING: PROTECTED AREA. Boom.
Conscript has left the server. With a broken keyboard and high blood pressure.
The whole thing was an exercise in frustration. I cant take the Pz4 on in a slug fest. I cant use my speed because one shot disables me. I cant outflank them because the map is too constrained. Utterly pointless.
I wouldn't mind if I was losing out to the Panzer at long distance, because I understand that was where it excelled. But, were talking at ranges of what, 200 metres, max? Surely that's well within the effective lethality of even the 76mm cannon on the T34?
Why talking about the tanks?
Tanking at RO2 sucks (on most maps), cause the maps are to small
for usefull tanking. Better replace the tanks by halftracks and such
things thats usefull for the whole team and wait for maps where tanks
fit the gameplay (like the old arad).
Example: DH-Cheneux or DH-Maupertus. The Germans would need a Panzer IV F1 to assault in RO II though.I think the mistake is in having both sides using tanks on these small maps. Much better to have one side assaulting with tank support, and the other side just infantry defending.
A StuH 42 or SiG 33B would be even better, both saw action in Stalingrad.Example: DH-Cheneux or DH-Maupertus. The Germans would need a Panzer IV F1 to assault in RO II though.
Give me the models scaled for ro2 baby and I will do the sciences :"D