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Posted
1 hour ago, QuiGon said:

 

Those changes can be quite dramatic, as it can render a unit pretty much combat ineffective when it has recieved sufficent damage.

 

It is only when you have that specific damage count when it stops just before it gets destroyed. 

 

But the effects between Healthy -> Halted -> Destroyed are minimal. Example hitting someone repeatedly doesn't cause problems. The initial hit makes units move and their aim is off on that phase. After it will just be as effective. So hitting example with 12.7 mm or 23 mm that wouldn't instantly kill unit but generates damage, the unit is capable to work normally from 100% to somewhere around 70% or so depending unit type.

 

It is annoying to see damage 69% and unit keeps firing like nothing. Getting it over 70% without destroying it is almost impossible because you start destruction timer soon after that.

 

This makes example Mi-24 easy to destroy the 5-7 vehicles in a pass because first one is critical. You must get first unit destroyed in first release, then others start moving and doesn't engage you so easily. That is when need to get second is high. Coming around for re-attack means you have now few angry hornets that needs to be dealt from long range. Every release needs to either damage unit over 70% or be destroying it, and take the 2-3 on each attack. 

The M113 is annoying as it is so quick at closer ranges to turn that it can shoot from behind after overfly, while performing a turn after rockets or 30 mm cannon it can track so we'll. So leaving the unit just hanging around is deadly case.

If missing the first launch, you just blinded yourself from the unit and need to wait dirt and smoke clear out so you can aim them, while they keep shooting through it at you.

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  • 1 month later...
Posted
On 6/22/2021 at 12:09 AM, Hawkeye91 said:

Wags said in the Hind post that they increased shockwave damage to make up for the lack of fragmentation modeling. Maybe they haven’t made a pass at the grenade launchers yet.

perhaps they should ask someone from Il2 dev team how they did frag damage (AOE). ;D

Posted
On 6/28/2021 at 10:24 AM, Flappie said:

 

The question is: was the real weapon more efficient? Do we know the size of these grenades? Are they as big as hand grenades? Bigger? Smaller?

take a look... these are the things that are base for the chopper stuff:

 

Posted

For me, the biggest problem is that the triggers don't see "combat ineffective" as "destroyed". This makes it harder to script things. It might stop fighting, but the mission won't acknowledge it until it's a smoldering wreck (or, in case of infantry, a corpse on the ground). What we need is a better damage model, and triggers that would detect an effective kill.

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