We have updated our forums to the latest version. If you had an account you should be able to log in and use it as before. If not please create an account and we look forward to having you as a member.
Both Mark tanks and A7Vs had telescopic sights.
The "revolutionary" features of Renault FT aren't exactly so revolutionary. Warships and armoured cars already had turrets. Main problem is in the conception behind the tank, which isn't of modern tank, while conception behind Mark V is.
The...
Funny thing that people glorify Renault FT that was a horrible dead-end concept that spawned only the horrible French tanks with one man turret and horrible ergonomics while the successor of Mark V was one of the finest tanks of WWII.
It doesn't work to represent MLRS units, though since their main strength is ability to deliver a massive salvo instantly. Actually, sort of weird that the feature wasn't even used in previous game, IIRC.
There used to be a reload time parameter in estab editor that allowed to make nebelwerfers with high rate of fire and long reload times. It seems to be gone and in its place seems to be a bombard time parameter.
What does it do? Is it possible to set reload time somehow?
Almost every description of AT gun fire I saw included crew frantically shooting as fast as possible. I think gun being physically destroyed by tanks is more pressing concern than gun/ammo getting used up.
I find the new one much more bothersome than the classical one. I keep getting lost with the separate windows and need to find the one I need to bring up.
Well, I remember @Dave 'Arjuna' O'Connor mentioning in an old thread about artillery effects that the weight of projectile gets spread over radius, but it seems that it's not the case because there's no reaction from game to even drastically increasing projectile weight.
Yeah. Noticed it. I've done some testing and apparently it doesn't do anything for damage against infantry despite that the manual says it affects hit probability and kill chance :/ .
It seems that projectile weight isn't taken into account, at least for bombardment damage calculation. The bombardment value stays the same and depends only on blast radius. Apparently it's supposed to be used for hit probability and damage calculation, but a 1000kg and a 15kg projectile has the...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.