Quote:
Originally Posted by jp10
While I understand that the hex scale ignores effects that would not fill the hex, I believe that the dust effects from firing weapons are lacking in the game during desert battles.
This would not only be dust raised by a firing weapon giving away a position but also restricting the visibility/ROF of the firing weapon. While the dust cloud may not obscure for the entire time span of the turn and warrant a dust effect on the hex, an increase in being spotted would replicate the RL situation facing gunners in such environments to risk holding their fire till sure of a hit/kill because of the firing effect.
examples: http://www.youtube.com/watch?v=T7fhBm1ouSU
http://www.youtube.com/watch?v=Lg0DEb93bgc
There is a lot of talking in the videos. For the PAK 75 go to 6:30 the 37mm go to 5:30 for the firing.
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I think it's already replicated in the game. When a unit continuously fires its weapons for multiple turns, especially in high visibility map, it will generate a thin smoke on the same hex it stands. This not only obscures the target, but also reveals the firer (not only from the smoke, but obviously when a unit fires continuously, it is bound to be "revealed" on the map).
As SP scale is 5 minutes 50 yards, it's rather inappropriate to replicate the appearance of dust for every time a single weapon is fired.