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  #11  
Old May 27th, 2019, 12:35 PM

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Default Re: Flak issue

Dont know.
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  #12  
Old May 27th, 2019, 03:46 PM

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Default Re: Flak issue

Hits with extra penetration, including those at weak spots, are indicated with asteriskses in the comment at the bottom of the screen.
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  #13  
Old May 27th, 2019, 03:58 PM

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Default Re: Flak issue

There was none, dunno really. Could always be something else though.
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  #14  
Old May 27th, 2019, 04:59 PM
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Default Re: Flak issue

Since there is no save game and no info beyond it happened we will never know if the vehicle had been previously damaged and the crew reduced to one man and since the M10 is open topped one shot on the last remaining crew will kill the vehicle. It's one of SP's quirks that we all live with and accept as a c'est la guerre issue
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  #15  
Old May 27th, 2019, 06:35 PM

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Default Re: Flak issue

The sniper shots came from an elevated position.
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  #16  
Old May 28th, 2019, 08:59 AM
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Default Re: Flak issue

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The sniper shots came from an elevated position.
Then they can go in through the open top as there's no armour there.
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  #17  
Old May 29th, 2019, 04:18 PM

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Default Re: Flak issue

There's still the problem of supposedly killing all 5 crewmen with a 'single shot'. Specifically I find sniper fire is way overpowered in the game. Generally all firearms are given unrealistic actual effective range and accuracy.
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  #18  
Old May 29th, 2019, 05:06 PM

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Default Re: Flak issue

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There's still the problem of supposedly killing all 5 crewmen with a 'single shot'. Specifically I find sniper fire is way overpowered in the game. Generally all firearms are given unrealistic actual effective range and accuracy.
If all firearms are overpowered, then they are still in balance relatively each other...

What I find strange, however, is the ease of neutralising a field gun with an MG or a rifle squad. Is the gun's shield completely ineffectual?
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  #19  
Old May 29th, 2019, 06:30 PM

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Default Re: Flak issue

It's cool that there is an accuracy slider which can be used to reduce hits. Problem is that a rifle squad can effectively suppress targets at 500m (waste of ammo though). The default threshold between suppression and a hit is too slim causing unrealistic extreme range mass casualties for WW2 forces who were most often poorly supplied. Isn't a major game play problem but, lower ranges and hit percentages would better model WW2 standoff and closed engagements.
Gun shields and 1cm and less armor plate is mostly for protecting morale. An 8mm machine gun burst on an American pack howitzer's gun shield will rumple and penetrate for instance. Just like how vehicles are being penetrated by ammo they're supposedly rated against in recent wars. Velocity trumps stasis every time. The gun shield or any large equipment should have some defensive bonus though.
My problem with pack guns and mortars is if they're travelling on foot than how are the teams managing to haul dozens of shells or bombs?

Last edited by mccarty.geoff; May 29th, 2019 at 06:47 PM..
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  #20  
Old May 29th, 2019, 07:03 PM
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Exclamation Re: Flak issue

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Originally Posted by mccarty.geoff View Post
There's still the problem of supposedly killing all 5 crewmen with a 'single shot'. Specifically I find sniper fire is way overpowered in the game. Generally all firearms are given unrealistic actual effective range and accuracy.

And how exactly did you arrive at the conclusion that all 5 crewmen were killed with a single shot based on NO save game example ?? The vehicle *may* already taken damage...we don't know
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