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Is resupply too fast in FCSS?

Posted: Sat Feb 11, 2023 2:11 am
by Tcao
Here is an example, the SPA battery only needs 9min to resupply from 44% to 75%. That seems like a mission impossible IRL.
resupply.jpg
resupply.jpg (67.87 KiB) Viewed 441 times
There are other examples, like a depleted ammo M1A1 plt only needs 15 min to resupply to 100% ammunition (unfortunately I don't have the screenshot for that)

Re: Is resupply too fast in FCSS?

Posted: Sat Feb 11, 2023 6:17 am
by byzantine1990
Tcao wrote: Sat Feb 11, 2023 2:11 am Here is an example, the SPA battery only needs 9min to resupply from 44% to 75%. That seems like a mission impossible IRL.
resupply.jpg

There are other examples, like a depleted ammo M1A1 plt only needs 15 min to resupply to 100% ammunition (unfortunately I don't have the screenshot for that)
What would be the realistic times for your examples?

Re: Is resupply too fast in FCSS?

Posted: Wed Feb 15, 2023 3:17 am
by IronMikeGolf
Tcao wrote: Sat Feb 11, 2023 2:11 am Here is an example, the SPA battery only needs 9min to resupply from 44% to 75%. That seems like a mission impossible IRL.
resupply.jpg

There are other examples, like a depleted ammo M1A1 plt only needs 15 min to resupply to 100% ammunition (unfortunately I don't have the screenshot for that)
Please detail, in terms of real world actions, how the current game mechanic disconnects. The firing unit is penalized with nine minutes of non-firing state as is, despite having plenty of ammo for missions. One can make a solid argument for arty units resupplying without firing penalty.

On the tank resupply, since you're throwing the first rock you get to go first. What real world actions do you see consuming time for a tank crew resupplying about 40 rounds?