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-   -   Question: Odds for hitting a sniper/scout unit (http://forum.shrapnelgames.com/showthread.php?t=51319)

jp10 August 19th, 2016 11:04 PM

Re: Odds for hitting a sniper/scout unit
 
Did not change a thing. It just showed the same % no matter what weapon, so I cycled thru all my available targets till I found two Bavarian Creme filled Doughnuts with a 100% chance of being consumed. I'm afraid the crews failed their bail out %.

shahadi August 19th, 2016 11:15 PM

Re: Odds for hitting a sniper/scout unit
 
Quote:

Originally Posted by jp10 (Post 835040)
Did not change a thing. It just showed the same % no matter what weapon, so I cycled thru all my available targets till I found two Bavarian Creme filled Doughnuts with a 100% chance of being consumed. I'm afraid the crews failed their bail out %.

Haha. Now that's a good one. But, I stick with the oreos my man with an occasional frozen fruit bar.

Sometimes I'll try a crude calculation to get a fix on hit percentage by taking distance to target over range of weapon. It's very crude but that's all I got when the missile is not in slot #1.

=====

Tomas August 20th, 2016 01:00 AM

Re: Odds for hitting a sniper/scout unit
 
Quote:

Originally Posted by shahadi (Post 835030)

What puzzles me is a pinned unit. A unit is reported as pinned, I keep up suppression with my assault team regardless, because I do not know, and how could you unless he stops firing.

Pinned units can return fire if fired upon. Better to supress them with Z-fire with unit that's outside their LOS and then close in for the kill.

jp10 August 28th, 2016 10:36 AM

Re: Odds for hitting a sniper/scout unit
 
As a real life anti-sniper drill, grenade launchers are a quick squad option. Snipers in WinSP hold their positions too long. Most snipers are going to take a few shots and move to their next position. A unit will cover all likely cover positions in an attempt to flush the sniper. If there was a way to have snipers retreat more when under fire they would become more of an elusive well trained threat than a 'die in place' defender.
Most snipers also operate in at least pairs so I often edit them to 2 or 3 men per sniper team when making a game.

dmnt August 28th, 2016 04:16 PM

Re: Odds for hitting a sniper/scout unit
 
Occasionally bad luck just happens and you feel jinxed. Like me once trying my map against AI and missing consecutively 6-8 90+% (the hit-% shown when firing) shots from tanks and ATGMs, getting my tanks destroyed by an approaching enemy horde I was unable to hit.

Really felt that day that I should buy a lottery ticket, just in case the inverse happens.

DRG August 28th, 2016 07:36 PM

Re: Odds for hitting a sniper/scout unit
 
If you get a day like that again, save the game, exit, reboot your computer and restart the save

Suhiir August 29th, 2016 12:43 AM

Re: Odds for hitting a sniper/scout unit
 
Quote:

Originally Posted by jp10 (Post 835183)
As a real life anti-sniper drill, grenade launchers are a quick squad option. Snipers in WinSP hold their positions too long. Most snipers are going to take a few shots and move to their next position. A unit will cover all likely cover positions in an attempt to flush the sniper. If there was a way to have snipers retreat more when under fire they would become more of an elusive well trained threat than a 'die in place' defender.
Most snipers also operate in at least pairs so I often edit them to 2 or 3 men per sniper team when making a game.

Keep in mind a hex in WinSPMBT is 500m across, lots of space for a sniper team to redeploy in apx. 250,000 sqm!

Mobhack August 29th, 2016 06:09 AM

Re: Odds for hitting a sniper/scout unit
 
Quote:

Originally Posted by Suhiir (Post 835203)
Quote:

Originally Posted by jp10 (Post 835183)
As a real life anti-sniper drill, grenade launchers are a quick squad option. Snipers in WinSP hold their positions too long. Most snipers are going to take a few shots and move to their next position. A unit will cover all likely cover positions in an attempt to flush the sniper. If there was a way to have snipers retreat more when under fire they would become more of an elusive well trained threat than a 'die in place' defender.
Most snipers also operate in at least pairs so I often edit them to 2 or 3 men per sniper team when making a game.

Keep in mind a hex in WinSPMBT is 500m across, lots of space for a sniper team to redeploy in apx. 250,000 sqm!

It;s 50 metres, not 500, but still a half a football field is a lot of ground to play whack a mole in.

scorpio_rocks August 29th, 2016 06:10 AM

Re: Odds for hitting a sniper/scout unit
 
Quote:

Originally Posted by Suhiir (Post 835203)
Keep in mind a hex in WinSPMBT is 500m across, lots of space for a sniper team to redeploy in apx. 250,000 sqm!

50m hex, approx 1600 m2 (point still stands however)

Edit: Ninja'ed by Mobhack while I looked up area of hex calc...

jp10 August 29th, 2016 10:45 AM

Re: Odds for hitting a sniper/scout unit
 
The best way I find to increase attack % vs a sniper is simply to get closer.
My best maneuver sniper drill technique (other than another sniper) translated into WINSP format is to suppress the sniper with supporting units (Z fire if needed) and move the nearest infantry closer using a move one hex/make one fire attack and then press the 'hide' key approach.
Smoking the sniper's frontage helps. Direct fire light mortars are quickest.


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