Stepwise decreasing hit probability? (Full Version)

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JR -> Stepwise decreasing hit probability? (8/8/2000 7:18:00 PM)

I have seen that sometimes I put the cursor over a possible target and get a hit probability off say 15%, but if I choose a similar target only one or two hexes further away I get somthing like 2-5%. Does this mean that the probability to hit decreases in steps as the range increase? If this is the case, where can I find out where these steps are? And if so, does the penetration power also decrease in steps? (From what is said in the manual I geuss that is not the case, but I ask just to make sure.) JR




renwor -> (8/8/2000 7:30:00 PM)

quote:

Originally posted by JR: I have seen that sometimes I put the cursor over a possible target and get a hit probability off say 15%, but if I choose a similar target only one or two hexes further away I get somthing like 2-5%. Does this mean that the probability to hit decreases in steps as the range increase? JR
No I don't think so. But there are number of influences to the TO HIT probability and it's them in action most likely. Isn't the 15% target the one you fired upon last time? Your current target? Are all targets moving and in similar speed? Are there any smoke affects in between targets? Are all targets of the same type/size? Aren't the farther away target out of range for your primary weapon? Is there same surface under the targets?
quote:

Originally posted by JR: And if so, does the penetration power also decrease in steps? (From what is said in the manual I geuss that is not the case, but I ask just to make sure.) JR
Again IMHO no, that is 1step = 1hex. Renwor [This message has been edited by renwor (edited August 08, 2000).]




JR -> (8/8/2000 9:03:00 PM)

quote:

Originally posted by renwor: Again IMHO no, that is 1step = 1hex. Renwor
It is quite defint not a question about target lock. And I have seen it often, and it does not seem to be result of smoke, target movment ect. JR




BA Evans -> (8/8/2000 10:34:00 PM)

The faster the target is moving the lower your chances to hit it are. The faster you are moving, the lower your chances are to hit everything. The bigger the target is, the easier it is to hit. Each unit has a size characteristic. The farther away the target is, the lower your chances are to hit it. Gun range is broken into percentages of max. range. It seems like 25% and 50% of max. range are important. If your target is 1 hex OVER 50% of max. range your chances are a lot lower than if the target was 1 hex UNDER 50% of max. range. If the target is in cover it is a bit harder to hit. If the target is fortified it is quite a bit harder to hit. If a tank is hull down, it is a lot harder to hit. If an infantry squad is pinned, they are much harder to hit. They are keeping their heads down. On the other hand, if you can coax a infantry squad to shot at one of your units, they are usually much easier to hit. This is because they are sticking their heads up and shooting at you, thus presenting themselves as targets. If you have already shot at a target, it will be a lot easier to hit. See manual for exact percentages, but your first shot at a target has a 40% penalty to hit. The second only has a 20% penalty to hit. Third or more, have no penalty. This is why the last unit you shot at with opportunity fire, has a much better percent to hit than a target you haven't shot at before. I am sure that there are many other factors, but hopefully I have touched on a few of the basics. The manual has a pretty good discussion on this topic as well. BA Evans




Paul Vebber -> (8/9/2000 12:11:00 AM)

Check out the discussion on Range Finder in the Manual. It causes drops of *0.66, *0.5, *0.33 and *0.25 at range intervals related to the Range Finder value.




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