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Problem with AArm range
Posted: Mon Mar 18, 2013 11:31 am
by pekische
Could you explain me this situation with AArm range of unit? Thx!

RE: Problem with AArm range
Posted: Mon Mar 18, 2013 5:41 pm
by wodin
Have no issues really that the rifles and MG's and small mortars don't have anti armour capability to be honest. Though I'm sure halftracks and some thinner skinned vehicles could and where penetrated by MG and HMG bullets.
RE: Problem with AArm range
Posted: Mon Mar 18, 2013 7:12 pm
by pekische
But there are no halftracks and other vehicles... so why does the unit have the AArm range ring?
RE: Problem with AArm range
Posted: Mon Mar 18, 2013 7:16 pm
by wodin
ORIGINAL: pekische
But there are no halftracks and other vehicles... so why does the unit have the AArm range ring?
Your looking at an enemy unit..it may have other equip that can hit out that far that isn't being shown?
I've asked Dave for the range rings to change so when you click a weapon in the equip it will match that weapon..he liked the idea.
OK that unit may or most likely has a M1 AT gun..but you haven't spotted it in the es yet in game...Just checked any Inf unit on allied side with same range rings.
RE: Problem with AArm range
Posted: Mon Mar 18, 2013 7:27 pm
by wodin
See...

RE: Problem with AArm range
Posted: Mon Mar 18, 2013 8:40 pm
by BletchleyGeek
ORIGINAL: pekische
Could you explain me this situation with AArm range of unit? Thx!
I don't see anything wrong with handguns, grease guns, rifles, BAR's, mortars and the .30 MMG not having any Anti Armour effect. The .50 HMG is another matter entirely.
As to the effective range of the Bazooka: indeed, 300 meters as the effective and max range is a way too optimistic. I'd say the effective range shoud lie between 50 and 80 meters, and the max range at about 100 meters.
RE: Problem with AArm range
Posted: Mon Mar 18, 2013 9:05 pm
by jimcarravall
ORIGINAL: Bletchley_Geek
ORIGINAL: pekische
Could you explain me this situation with AArm range of unit? Thx!
I don't see anything wrong with handguns, grease guns, rifles, BAR's, mortars and the .30 MMG not having any Anti Armour effect. The .50 HMG is another matter entirely.
As to the effective range of the Bazooka: indeed, 300 meters as the effective and max range is a way too optimistic. I'd say the effective range shoud lie between 50 and 80 meters, and the max range at about 100 meters.
This is from Wikipedia:
============================
M9/M9A1
Length: 61 in (155 cm)
Caliber: 2.36 in (57 mm)
Weight: 14.3 lb (6.5 kg)
Warhead: M6A3/C shaped charge (3.5 lb, 1.59 kg)
Range
Maximum: 400–500 yards (370–460 m)
Effective: (claimed) 120 yards (110 m)
Crew: 2, operator and loader (M9) or 1, operator+loader (M9A1)
====================================
It might be interesting to see whether it was the the weapon designers or the Army users who "claimed" the effective range.[;)]
I recall some discussion on the WASP thread regarding how short an "effective range" can be before it becomes meaningless in how the game calculates kills based on the manner the map distances are evaluated by the software.
RE: Problem with AArm range
Posted: Mon Mar 18, 2013 9:11 pm
by wodin
His issue was the Aarm range ring was too big considering the equip you can see he doesn't have an issue with the range of the bazooka..however it's because it's an enemy unit which most likely has an M1 AT.
RE: Problem with AArm range
Posted: Mon Mar 18, 2013 11:48 pm
by BletchleyGeek
ORIGINAL: jimcarravallah
It might be interesting to see whether it was the the weapon designers or the Army users who "claimed" the effective range.[;)]
I recall some discussion on the WASP thread regarding how short an "effective range" can be before it becomes meaningless in how the game calculates kills based on the manner the map distances are evaluated by the software.
My honest opinion is that it was the designers [:)]
Yes, you're right. Given the granularity, an effective range of 100 meters should be about right.
I was thinking of what I'm seeing in other well-researched games portraying Bazookas (CMx2 in particular). They simulate quite faithfully rocket ballistics, and there hitting anything on the move beyond 50 meters is quite lucky.
RE: Problem with AArm range
Posted: Wed Mar 20, 2013 6:43 pm
by pekische
I've asked Dave for the range rings to change so when you click a weapon in the equip it will match that weapon..he liked the idea.
Yeah I read your suggestion. That is great idea I like it so. I hope that Dave will realize it soon
Back to my problem with AArm range ring...
Maybe there intelligence failed and some equipment of the enemy unit I cant see. But than I think I couldnt even see the ring. Maybe its next suggestion for Dave

RE: Problem with AArm range
Posted: Wed Mar 20, 2013 10:52 pm
by wodin
As I said in the post..that unit has a M1 AT gun..I posted a screenie further up. I agree you should only see the range of the best weapon you've spotted so far..this night not be possible until the feature I asked for gets done.