Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Bombs - Direct hits Vs 'Near misses'

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Bombs - Direct hits Vs 'Near misses' Page: [1]
Login
Message << Older Topic   Newer Topic >>
Bombs - Direct hits Vs 'Near misses' - 1/5/2001 5:52:00 PM   
Toey

 

Posts: 82
Joined: 4/10/2000
From: Melbounre
Status: offline
MMM, I am wondering if bombs do more damage to infantry units in hex adjacent to the the unit as opposed to those that land directly in the hex. It seems to me that I take more casualties when bombs got off next to my boys than when the get nailed right in the head. Any one else notice this?

_____________________________

Post #: 1
- 1/5/2001 6:18:00 PM   
frank1970


Posts: 1678
Joined: 9/1/2000
From: Bayern
Status: offline
Big shells and bombs cause damage to the adjacent hexes, so a bomb should cause about 6 times more damage to the neighbour hexes as to the target hex. (Topic was posted before).

_____________________________

If you like what I said love me,if you dislike what I say ignore me!

"Extra Bavaria non est vita! Et sic est vita non est ita!"


(in reply to Toey)
Post #: 2
- 1/5/2001 11:31:00 PM   
Cardinal Fang

 

Posts: 6
Joined: 7/11/2000
Status: offline
Frank said
quote:

Big shells and bombs cause damage to the adjacent hexes, so a bomb should cause about 6 times more damage to the neighbour hexes as to the target hex. (Topic was posted before).
Maybe I'm missing something but why would a bomb do more damage to a unit farther away from the point of impact? I agree that the larger bombs (and shells) should effect adjacent hexes but shouldn't the effect in the adjacent hex be less than the effect in the impact hex? I did a search and what I found explained why there should be an effect to adjacent hexes it didn't say why that effect should be greater than the effect in the impact hex. Cardinal Fang Nobody Expects The Spanish Inquisistion!!

_____________________________


(in reply to Toey)
Post #: 3
- 1/5/2001 11:48:00 PM   
Lars Remmen

 

Posts: 357
Joined: 5/9/2000
From: Copenhagen, Denmark
Status: offline
Hello, I don't think Frank meant that the bomb would do more damage to the adjectant hexes than the hex it hit. Just that if a bomb hit a hex then it can do damage to seven hexes not just one. So if all seven hexes are occupied by an infantry squad then all of them could take damage. And then the unit in the impact hex would only account for 1/7th of the units damaged. And remember that damage is not restricted to a one hex radius. Depends on the bomb. The bigger the bang the larger the radius. ------------------ Lars Nec Temere - Nec Timide

_____________________________

"Beer is proof that God loves us and wants us to be happy" - Benjamin Franklin

(in reply to Toey)
Post #: 4
- 1/5/2001 11:48:00 PM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
This has to do with the idea that bombs do not always land in the middle of the hex, so if it lands near the edge it could be closer to a unit in an adjacent hex than a unit in the hex it landedin. The effect is abstracted, but that is the effect being represented.

_____________________________


(in reply to Toey)
Post #: 5
- 1/6/2001 1:34:00 AM   
Arralen


Posts: 827
Joined: 5/21/2000
Status: offline
But IMHO there are still 70% more casualties in the neighbouring hexes than in the target hex - in fact I observed that a vehicle hit is more likely than a 1-man casualty (what is only a 10%-hit at best with most bombs/heavy grenades). I thought this had been addressed in v4.2 (or whatever), but seemingly nothing changed (much) ?! Arralen

_____________________________

AMD FX-4300
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Seagate Barracuda SATA III 1TB
Windows 8.1

(in reply to Toey)
Post #: 6
- 1/6/2001 3:59:00 AM   
john g

 

Posts: 984
Joined: 10/6/2000
From: college station, tx usa
Status: offline
quote:

Originally posted by Cardinal Fang: Frank said [QUOTE]Big shells and bombs cause damage to the adjacent hexes, so a bomb should cause about 6 times more damage to the neighbour hexes as to the target hex. (Topic was posted before).
Maybe I'm missing something but why would a bomb do more damage to a unit farther away from the point of impact? I agree that the larger bombs (and shells) should effect adjacent hexes but shouldn't the effect in the adjacent hex be less than the effect in the impact hex? I did a search and what I found explained why there should be an effect to adjacent hexes it didn't say why that effect should be greater than the effect in the impact hex.[/QUOTE] If the bomb is set for air burst instead on contact fused, it will indead have a dead zone below it where less shrapnel is thrown. More blast effect and fragments go out to the sides of the bomb instead of to the front which is pointing to the target hex. Airburst bombs tended to be used in jungle or similar rough terrain where you didn't want to create craters, you want to mow down what is above the ground. Probobly the most famous bombs to use airburst were the atomic bombs used over Japan. You lose quite a bit of of the knockdown power of a bomb that size if you burst it at ground level. However there is a point directly below it that seems to escape the shock wave that that pounds everything flat further out. thanks, John.

_____________________________


(in reply to Toey)
Post #: 7
- 1/6/2001 4:15:00 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
Try a controlled test. I did one of 50 bombs dropped and casualties in adjacent hexes were reduced by 1/3 from before. That was the factor we tweaked it by. It may still be slightly more than in the target hex, the weirdness of all teh feedback loops ion the casualty sytem... If you want it "done right" you'll have to wait for Combat Leader :-) We have gone about as far as we can to improve SP... we hope to have 4.6 out in the next couple weeks, but that will be it for a while (and this time we have no choice :-) [This message has been edited by Paul Vebber (edited January 05, 2001).]

_____________________________


(in reply to Toey)
Post #: 8
- 1/6/2001 5:30:00 AM   
BlitzSS

 

Posts: 253
Joined: 10/24/2000
From: wasChicagoLand, now DC
Status: offline
If Combat Leader's fragmention effects are reduced outward from the detonation hex, then that would indeed be an improvement. I suppose we have to wait for Modern Warfare for those air exploded NUKES.

_____________________________

"Nuts"

(in reply to Toey)
Post #: 9
- 1/6/2001 8:31:00 AM   
Daniel Oskar


Posts: 123
Joined: 12/15/2000
Status: offline
The damage to adjacent hexes really isn't out of the box. I can't recall the ECR for a modern Mk82 500lb bomb, but danger close for friendlies is 200m under cover or 850m standing in the open. Also, the fragmentation effects tend to be more significant in the direction of travel of the aircraft that dropped it.(for contact fuzes) With this game engine what we got probably isn't that bad.

_____________________________


(in reply to Toey)
Post #: 10
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Bombs - Direct hits Vs 'Near misses' Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.422