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Big Bad MuthaFlamer

 
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Big Bad MuthaFlamer - 5/27/2000 4:56:00 AM   
RobertMc

 

Posts: 134
Joined: 5/10/2000
From: Birmingham, Alabama, USA
Status: offline
If any of you want to see a big bad machine, try the Flammenwagen/16, otherwise known as the SdKfz 251/16. With double flamethrowers and under the right circumstances, this weapon can be devastating to both infantry and machines. Couple more things: 1. Snipers' movement may be too high. I've set mine at "5" in the OOB, because otherwise they rush to the front. The game is set up to reward slow, methodical movement (a shame the AI doesn't understand this and never did) and it seems to me a sniper ought to move slowly to take advantage of the terrain and take time to have a look around. Also, moving so fast attracts too much attention. 2. Tank machine guns (excepting AAMGs) may be set too strong in the chance-to-hit at long range department. Awfully hard to effectively fire a tank BMG or CMG in real life, and with battlefield smoke and dust it would be problematical to hit anything. I wonder if the tank MGs ought to be reduced to say three hundred yards range (6 hexes, of course), as I doubt tankers are going to be firing and hoping to hit much beyond that. This also gives an incentive to keep infantry close to their tanks, unfortunately which the AI also does not grasp. It's not that the tank MGs couldn't shoot long distances, I just don't think the gunners would waste the bullets. This would also cut down on the long opportunity fire exchanges, tank MG versus tank MG at more than three hundred yards. 3. Note that, as in all SP games, fire lethality falls off dramatically when opposing units are in the same hex, when it seems to me this should be the time for do-or-die Close Combat. Too bad there's not room for one more weapon for all infantry units to add a 1 to 0 hex "Close Combat" or "Intense Fire" weapon that would generally encompass the use of hand grenades, assault fire, hand-to-hand or what-have-you. Great game, getting better all the time.

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- 5/27/2000 5:41:00 AM   
schmoe

 

Posts: 26
Joined: 5/25/2000
From: Portland, Oregon, USA
Status: offline
While I don't think tanks should be shooting mg's at each other, I think you are very mistaken about the effectiveness of coax mgs. I can't vouch for WWII ones, but I have served on US M60 series tanks and I can tell you that they are absolutely deadly. The gunner uses the same optics as for the main gun, and he isn't distracted by recoil or muzzle flash. Very nasty weapon, and lots of ammo for it.

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- 5/27/2000 8:22:00 AM   
RobertMc

 

Posts: 134
Joined: 5/10/2000
From: Birmingham, Alabama, USA
Status: offline
WW2 tanks were vastly different animals from post-war/modern. Remember also, I'm not saying that tank MGs could *not* shoot at distances over three hundred yards or so, just that you won't find they scored hits at that distance very often. Talking here about CMGs and BMGs, not AAMGS.

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- 5/27/2000 12:43:00 PM   
Hauptmann6

 

Posts: 121
Joined: 5/11/2000
From: Portage, MI
Status: offline
True, but the AAMG is going to be the least accurate as it has a flexible mount, and with recoil it will move, the BMG has poor visibility, but teh co-ax is stable(bolted to the turret) and uses the main gun optics, yes, no laser, but still a better site and mount than anyhting else...

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- 5/27/2000 1:17:00 PM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
In the game teh crew has to pass an experience check to fire its MGs past (i think) 300m (unless the main gun is turned off/broke)

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- 5/27/2000 9:08:00 PM   
ASDN

 

Posts: 34
Joined: 5/14/2000
From: Poland
Status: offline
As I remember (I was in service in the Tank Division - AFV/APC weapon maintenance specialist, two years ago) the tank/BMP gunners practice shooting from coax MG to target at range up to 600m or 800m. They use only optics, not far superior from eg. the German one used during the WWII. And the shooting from the AAMG is practiced at ranges above 1000m (to ground targets).

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