SteveMcClaire
Posts: 4472
Joined: 11/19/2007 Status: offline
|
Hi Stiener, Sorry, I had a 12 day internet hiatus thanks to a cut line and a slow repair by my ISP. I do believe you when you say the way tanks move in the game is frustrating to you. Nothing you've shown me so far is a bug, and I've tried my best to explain why things happen, and how you might get behavior more like what you want from the AI driver. There's no hard coding of any sort of advantage or disadvantage for any given gun mounting (AT vs. vehicle) or for any nationality. First-shot hits are primarily influenced by the team's experience and current stress level. High experience teams will do better than low, and teams under fire / threat will do worse than those that are not. Difference between weapons would come down to the values in the data files. You may be getting better results with the 6pdr vs. the 17pdr because the 6pdr (just from scanning the weapon data) has about double the rate of fire, with good AP penetration and about 4 rounds of APDS per gun (which has penetration roughly equal to 17pdr AP, though the kill chance will be lower due to smaller projectile.) The 17pdr does not have APDS. Getting a penetration is going to depend on the angle -- a 17pdr should be able to pen a Panther from the front if the tank is more or less square-on (less than 30 degree facing angle) and the gun is not firing 'upwards' at the tank (i.e. the Panther is not tipped back relative the gun.) The only thing that would modify this would be the accuracy of the shot (low quality to-hit rolls do cause reduced penetration) and/or the tank being behind some sort of cover, like a tree, hedgerow, or stone wall, which will add protection rating to the armor except in cases of a 'good' or better to-hit roll. Steve Steve
|