Well first it was a FJ schreck. So I think they are quite experienced.
Second, in the previous versions of CC, this distance was a certain hit. Take WAR as an example.
Take a look here:
tm.asp?m=2521121:
"WARNING - WALL OF TEXT INCOMING. If you just want to hear about the MG42 issue, skip down a couple paragraphs.
On the data file changes:
The terrain protection values changed between LSA and TLD because the meaning of the values (as used by the code) has also changed.
Because of the way the original code worked, you had values in the different data files that were related to each other, but not scaled the same. The values were difficult to compare in a meaningful way, and thus very difficult to balance against each other -- weapon penetration vs. terrain protection being one such case. Old-style terrain protection values were rather abstract -- lying down in a grass field does not actually have a protection value equivalent to 25mm of steel, last time I checked.
Prior to LSA, the combat model in the game had the chance of a hit, from any sort of shot, very high. Much higher than what would be expected under combat conditions. What kept every shot from being a kill was the very high terrain cover and protection values. Good or lucky shots could bypass terrain protection (hitting the head of a soldier looking out the window, in essence), and since the accuracy of such shots was always high they usually resulted in a KIA. This made the killed to wounded ratio about opposite of what you'd normally expect (most casualties were KIAs, instead of most being wounded).
For LSA I re-did significant parts of combat modeling to get more realistic results. This allowed us to normalized all the values in the various data files that relate to each other, so that they are now using a consistent scale. Overall, accuracy tends to be a lot lower. You get a lot of misses. Since the terrain protection no longer has to compensate for unrealistically high accuracy, it is now on the exact same scale as weapon penetration -- mm of steel equivalent.
Although you see the terrain protection for a stone building change from 40 to 9, that new "9" is now the exact same scale as the weapon penetration values. Meaning that a stone wall is basically 'safe' from small arms fire that does not directly hit the soldier (i.e. a 'good' shot).
These changes also allowed for blast ratings to be normalized to something consistent with penetration ratings, and with terrain protection. The result is that blast attacks cause a lot more wounded and a lot less KIA. Since the blast rating no longer has to be crazy high to get past high terrain protection, it has been scaled to match the integrity (toughness) of the vehicles and guns too. So a mortar shell will tend to take out the gun crew rather than blow up a towed gun, and mortars shells don't blow up tanks (though technically a direct top hit kill is still possible).
On the MG42:
The issue with the MG42 is actually due to a completely different change. In previous versions of CC there was no chance for a machine gun to hit more than one soldier. The way it was modeled previously, the whole burst would either hit one soldier, or hit nobody. For LSA I added 'beaten zone' modeling. It works like this: If the gunner is aiming at a soldier and hits him, only the first shot in the burst hits that soldier automatically. The rest of the shots are counted as 'misses'. If the gunner is area firing all shots are automatically misses. Each miss has a small chance (based on posture and movement) to hit soldiers near the target area. Each of these shots also had a small chance to bypass terrain protection (just like aimed shots can, if the shot is good enough) so that being in a stone building does not make you 100% immune to machine gun area fire.
When you deliberately area fire with an MG42 it throws out a lot of bullets. This high volume of fire was causing a lot of 'beaten zone' hits. Based on your feedback and some testing I've reduced the chance for a soldier to get hit, and significantly reduced the chance for a stray hit to bypass terrain protection. The result is that, using area fire, you can empty all 3000-odd rounds from an sMG 42 at a stationary US parachute team in a stone building and typically get about 1-2 casualties.
This change will be in the first update, which will be out 'soonish' (sorry, about as firm a date as I can give).
Steve "
So it seems simply accuracy is way lower then before. Problem is taht shrecks has only 6 rounds so I THINK they should have higher stats to be able to hit anything. Its not a MG