I've been having enemy tanks literally pop into existence less than 70 meters away, what's with that? I'm aiming right "at" them (shooting at their ally who is 10 meters closer to me) and they're not in any cover to really speak of.
Yo yo yo yo is it true that the m46/m46 tiger get HEAT-FS rounds
[QUOTE=psychofox67;52368433]Yo yo yo yo is it true that the m46/m46 tiger get HEAT-FS rounds[/QUOTE]
They've had it for months now
[QUOTE=lekkimsm;52368663]They've had it for months now[/QUOTE]
Last time I checked it didn't have fin stabilized rounds
[QUOTE=psychofox67;52368691]Last time I checked it didn't have fin stabilized rounds[/QUOTE]
They got them just recently, like a few days ago.
ST-A1 and ST-A2 also got them.
[editline]17th June 2017[/editline]
IS-6s can go fuck themselves.
[QUOTE=Doom14;52363888]Too hard for babies. Which is why night and rainy battles are so rare. And all the cool maps got stripped from Arcade's rotation (or aren't as prevalent) like Hidden Island. Gotta appeal to that bedrock denominator.[/QUOTE]
Aww man.
I remember playing that map ONCE and it fucking dank. Always wondered why I never got it again
[QUOTE=psychofox67;52368691]Last time I checked it didn't have fin stabilized rounds[/QUOTE]
In WT it literally has zero effect whatsoever if it's fin stabilized or isn't (and IRL the choice is more or less arbitrary too).
The real news is that the HEAT round now got 305mm penetration instead of the previous 210mm.
[QUOTE=millan;52370524]In WT it literally has zero effect whatsoever if it's fin stabilized or isn't (and IRL the choice is more or less arbitrary too).
The real news is that the HEAT round now got 305mm penetration instead of the previous 210mm.[/QUOTE]
And, fin-stabilised go much faster, although it's just a coincidence, because of post-war HEAT fuses(piezoelectric fuses, IIRC).
[QUOTE=BananaMed;52370889]And, fin-stabilised go much faster, although it's just a coincidence, because of post-war HEAT fuses(piezoelectric fuses, IIRC).[/QUOTE]
Yeah that's mostly a coincidence.
I mean, yes, it's advantageous for HEAT shell to be not spinning (the spin diminishes penetration as it disturbs the collapse of the liner into a penetrating "beam") but that effect is really weak. Also, the French even developed a HEAT shell for AMX-30 (their alt reality Leopard 1) that had a double layer casing where the outside spun and the inside did stay mostly still, to counteract that.
Fin stabilisation for full bore shells is mostly a matter of convenience and logistics. Everyone has been expecting shift to smoothbores for a while at that point, and you can't but use fin stabilisation with these. I also presume it wears the barrel less as you don't need such a deep a cut between the driving bands and the rifling to achieve a spin.
For what it's worth though, early fin stabilised HEAT was inaccurate as shit compared to spin stabilised HEAT, which was a problem even the Russians felt (there's a [B]massive[/B] [URL="https://thesovietarmourblog.blogspot.cz/2015/12/t-62.html"]blog post about T-62[/URL] which explains the fin stabilised shells being blunt vs tapered, in the section about "3BK-15 'Zmeya' "), which was only fixed once these confusing looking blunt face + probe sticking out replaced the classic tapered head (IIRC the M46 shell in question had a tapered head, so yeah, it should be inaccurate, but the game doesn't consider per-shell inaccuracy).
[QUOTE=millan;52371202]Yeah that's mostly a coincidence.
I mean, yes, it's advantageous for HEAT shell to be not spinning (the spin diminishes penetration as it disturbs the collapse of the liner into a penetrating "beam") but that effect is really weak. Also, the French even developed a HEAT shell for AMX-30 (their alt reality Leopard 1) that had a double layer casing where the outside spun and the inside did stay mostly still, to counteract that.
Fin stabilisation for full bore shells is mostly a matter of convenience and logistics. Everyone has been expecting shift to smoothbores for a while at that point, and you can't but use fin stabilisation with these. I also presume it wears the barrel less as you don't need such a deep a cut between the driving bands and the rifling to achieve a spin.
For what it's worth though, early fin stabilised HEAT was inaccurate as shit compared to spin stabilised HEAT, which was a problem even the Russians felt (there's a [B]massive[/B] [URL="https://thesovietarmourblog.blogspot.cz/2015/12/t-62.html"]blog post about T-62[/URL] which explains the fin stabilised shells being blunt vs tapered, in the section about "3BK-15 'Zmeya' "), which was only fixed once these confusing looking blunt face + probe sticking out replaced the classic tapered head (IIRC the M46 shell in question had a tapered head, so yeah, it should be inaccurate, but the game doesn't consider per-shell inaccuracy).[/QUOTE]
TBH I really wish they would simulate stuff like that, because it'd cause the game to become way more varied, and since currently HEAT-FS is pretty much "be all end all" type of shell in the game, right after ATGMs. Giving the HEAT-FS weaknesses, and giving all rounds unique characteristics would allow not only simulate real world better, but also would mean that other shells would have to be used depending on situation.
There's a lot WT is lacking, but the addition of smoke launchers, smoke shells, and stabilizers is already starting to diversify the tanks, since not all countries used or had them, and it helps to equalize the playing field.
[QUOTE=Ilwrath;52371334]TBH I really wish they would simulate stuff like that, because it'd cause the game to become way more varied, and since currently HEAT-FS is pretty much "be all end all" type of shell in the game, right after ATGMs. Giving the HEAT-FS weaknesses, and giving all rounds unique characteristics would allow not only simulate real world better, but also would mean that other shells would have to be used depending on situation.
There's a lot WT is lacking, but the addition of smoke launchers, smoke shells, and stabilizers is already starting to diversify the tanks, since not all countries used or had them, and it helps to equalize the playing field.[/QUOTE]
It's sadly way past what the devs consider demographically acceptable difficulty simulation. I mean, I was pretty shocked to find out they are actually against implementation of limited speed of sound and the accompanied effect of it (sounds happening 330m from you come with a 1s delay, 660m come with a 2s delay...) explicitly because they think it would confuse players.
I personally would love if the game included in-flight inaccuracy stemming both from the shell shape but also heck, lets add wind! That's a huge factor IRL and 100% absent in the game. But yeah, they worry it would turn people off, and I guess that's something they have done research on.
[QUOTE=Ilwrath;52371334]HEAT-FS is pretty much "be all end all" type of shell in the game, right after ATGMs.[/QUOTE]
The one thing APDS/APDS-FS has over it is the ability to shoot through fences/destructables.
Smoke shells are ridiculously useful :v:
[vid]https://my.mixtape.moe/bsawrn.webm[/vid]
I've also used them when aggressively charging a point that is occupied by enemy tanks, and it works, you can deny them from capping and let your teammates catch up.
[hd]https://www.youtube.com/watch?v=JhC1HOInKkU[/hd]
My killing spree got done in by a friendly arty :(
[t]http://i.imgur.com/2q5O2nv.jpg[/t]
I am cancer.
Someone told me I should make an alt-account called "Training Dummy" and put these on actual weakspots.
so battle trophies dont show up for me anymore
and suddenly
[t]http://i.imgur.com/sUNoSrk.png[/t]
[editline]17th June 2017[/editline]
[t]http://i.imgur.com/0WKTVSr.png[/t]
my wallets gonna feel this one
lets do this
KV-1 is silly.
[vid]https://my.mixtape.moe/ngqlrg.webm[/vid]
(the reason I look left after getting hit is because there was a T-34 on the other side of the building but I didn't notice it getting destroyed.)
[QUOTE=millan;52371565]I personally would love if the game included in-flight inaccuracy stemming both from the shell shape but also heck, lets add wind! That's a huge factor IRL and 100% absent in the game.[/QUOTE]
The lack of wind in the air game is such a baffling decision. They're not afraid to do some bullshit where the entire map from 2km to 6km alt is a dark grey mess, but they won't implement basic weather? C'mon
[QUOTE=Shibbey;52375192]The lack of wind in the air game is such a baffling decision. They're not afraid to do some bullshit where the entire map from 2km to 6km alt is a dark grey mess, but they won't implement basic weather? C'mon[/QUOTE]
Yeah, but imagine taking off or landing on a carrier, and screwing up because the wind was not favorable
For SB, go ahead, but I don't think it would work on RB. And we all know air!RB is more populated than SB
[QUOTE=T553412;52375972]Yeah, but imagine taking off or landing on a carrier, and screwing up because the wind was not favorable[/QUOTE]
Well the carriers should point themselves into the wind shouldn't they?
[QUOTE=Shibbey;52377048]Well the carriers should point themselves into the wind shouldn't they?[/QUOTE]
Carriers still move around, though. They could program the AI to automatically point at (If take-off) or against the wind (If landing, based on ammunition and fuel remaining, and damage taken), once a player gets within a certain distance, but the AI moves at a snail's pace. Then the carrier has got to move [I]again[/I] so the player doesn't has to fight wind and a short runway to get back into the fight
Wind is, by itself, not a bad idea, but for the sake of gameplay some aspects will have to be cut. Carrier ops will definitely get the axe.
I'm quite baffled that the hit boxes for some AI ships are still shit, because for some reason a direct hit with two 1000kg bombs only counts as a "hit". so one of them just magical disappeared
[QUOTE=T553412;52375972]Yeah, but imagine taking off or landing on a carrier, and screwing up because the wind was not favorable
For SB, go ahead, but I don't think it would work on RB. And we all know air!RB is more populated than SB[/QUOTE]
Ironically in RB it would be of quite diminished effect in all cases except bad crosswind on landing because the instructor would easily compensate for all but the worst gusts and you wouldn't really notice steady winds at all other than "drifting" a bit.
Imho some amount of wind would actually help RB a lot, as things are right now, the instructor makes piloting way too reliably predictable and mainly aiming gets really mechanical and way too accurate at large distances. I am not saying you should ever struggle to stay in the air but if it shook up the current meta of stallfight snipes at 800m, it would be only better.
Rofl, Chaika best plane
[t]https://steamuserimages-a.akamaihd.net/ugc/858348104635647604/30BDCE5A335E08751EB6614F69F7BCD1A0CDB883/[/t]
[QUOTE=Ilwrath;52371772]Smoke shells are ridiculously useful :v:
[vid]https://my.mixtape.moe/bsawrn.webm[/vid]
I've also used them when aggressively charging a point that is occupied by enemy tanks, and it works, you can deny them from capping and let your teammates catch up.
[hd]https://www.youtube.com/watch?v=JhC1HOInKkU[/hd]
My killing spree got done in by a friendly arty :([/QUOTE]
Is the xray thingy a mod or do I just have to find the button? :thinking:
[QUOTE=boboerror;52381546]Is the xray thingy a mod or do I just have to find the button? :thinking:[/QUOTE]
Its a keybind under view options, I think it was "i" by default.
Man, just had the best advance to the rhine game ive had in a while, and the aftergame report shows.
[t]http://i.imgur.com/ibL1PZ2.png[/t]
so help me god i am getting that fv4005 today
[QUOTE=WizardLizard;52381727]so help me god i am getting that fv4005 today[/QUOTE]
Get ready for the wildest experience of getting about one click per match, but (less snail god smite you) absolute [highlight]OBLITERATING THE FUCK[/highlight] out of anything you hit. It can be frustrating to get non-kills, but you've usually neutered tanks to the point they can't fight back by the time you reload.
[t]http://i.imgur.com/Duj4drl.jpg[/t][t]http://i.imgur.com/ePZu4Ol.jpg[/t][t]http://i.imgur.com/lngH2YW.jpg[/t][t]http://i.imgur.com/L5YLRyc.jpg[/t][t]http://i.imgur.com/O7jTvKa.jpg[/t]
FV4005 is magical
[t]http://i.imgur.com/XJOkAUL.jpg[/t]
[t]http://i.imgur.com/lNwcn3j.jpg[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/780658586479530340/5B2FBF812DF0FF4C6D2289491B785DFCAB6BD9AE/[/t]
[t]http://i.imgur.com/G7LZDsf.jpg[/t]
Hitting under a tank/tank's underside is the best thing ever.
[editline]22:19[/editline]
More Chaika
[hd]http://www.youtube.com/watch?v=HOw_h73e6Ro[/hd]
[t]http://i.imgur.com/HnXOd84.png[/t]
[t]http://i.imgur.com/NfH8QDt.png[/t]
anyone played Steel Armor: Blaze of War? it looks like a interesting tank game but its still pretty expensive even with the summer sale
[QUOTE=waylander;52392608]anyone played Steel Armor: Blaze of War? it looks like a interesting tank game but its still pretty expensive even with the summer sale[/QUOTE]
It's a game from Graviteam which means it's going to be extremely and exhaustively realistic/mechanics heavy. I know this one has an individual crew controls gimmick, but you might want to start with [URL="http://store.steampowered.com/app/275290/Graviteam_Tactics_Operation_Star/"]Operation Star ($6; 80% off)[/URL] and see if you like the franchise first. The whole line of games are niche [I]and[/I] DLC heavy which means it gets rather expensive all around.
[QUOTE=Riller;52394842]Don't really see how Operation Star mirrors Steel Armour, since one is a company-command game and the other is a tank-sim. I'd probably think it's more in lieau of the DCS series of flight sims in terms of attempting to be as true to life as possible with controls, but I'm honestly not sure.[/QUOTE]
Whoops, yeah. I might be totally wrong, I just saw some images and the HUD like:
[t]http://cdn.akamai.steamstatic.com/steam/apps/286280/ss_3a0f95e93a5106109277c0807abe5ffe086e3251.600x338.jpg?t=1447360799[/t]
And assumed it was typical Graviteam game + manual tank control gone deeper. Maybe I'm misremembering Operation Star.
Sorry, you need to Log In to post a reply to this thread.