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Posted: Sat Oct 15, 2011 8:48 am
by Laxen
No limit. It's bottomless crates :p
Posted: Sat Oct 15, 2011 11:36 am
by teamgene
Good news, thanks!
Posted: Tue Oct 18, 2011 11:29 am
by MajVonRyan
If you can blow up or take out enemy ammo dumps, it may make leaders plan or think about using infantry tactics (defend, ambush, probe, attack etc).
Posted: Tue Oct 18, 2011 11:53 am
by Xerkis
VonRyan wrote:If you can blow up or take out enemy ammo dumps, it may make leaders plan or think about using infantry tactics (defend, ambush, probe, attack etc).
You certainly can defend them by just having a squad camp out there or set up some mines around them, etc. but you can’t “blow them up”
They are neutral locations, so either side can get resupplies there.
Posted: Tue Oct 18, 2011 12:10 pm
by MajVonRyan
Xerkis wrote:VonRyan wrote:If you can blow up or take out enemy ammo dumps, it may make leaders plan or think about using infantry tactics (defend, ambush, probe, attack etc).
You certainly can defend them by just having a squad camp out there or set up some mines around them, etc. but you can’t “blow them up”
They are neutral locations, so either side can get resupplies there.
Can mines be spotted, seen or destroyed (other than walking on them) or recovered by your own engineers and placed somewhere else? Also will there be night battles, 'trip flares etc.'
Posted: Tue Oct 18, 2011 12:22 pm
by Xerkis
VonRyan wrote:Xerkis wrote:VonRyan wrote:If you can blow up or take out enemy ammo dumps, it may make leaders plan or think about using infantry tactics (defend, ambush, probe, attack etc).
You certainly can defend them by just having a squad camp out there or set up some mines around them, etc. but you can’t “blow them up”
They are neutral locations, so either side can get resupplies there.
Can mines be spotted, seen or destroyed (other than walking on them) or recovered by your own engineers and placed somewhere else?
Yes, you can remove them. Believe it or not, I haven’t done all that much with mines, so I am not overly familiar with them.
VonRyan wrote:Also will there be night battles, 'trip flares etc.'
Laxen, you need to Give this one some serious thought. Awesome idea!

Posted: Tue Oct 18, 2011 12:49 pm
by MajVonRyan
Xerkis / Lexen,
When a machine gun is fired in Team Assault does it just increase the amount of projectiles (bullets) hitting the target or is there a effect such as in real life. Review the following website
http://www.globalsecurity.org/military/ ... 65/Ch6.htm.
For example, when the weapon is fired automatically in bursts, all the rounds do not follow the same path. This is due to the vibrations of the gun and mount, variations in ammunition, and atmospheric conditions, which cause the rounds to follow a slightly different trajectory. This group of trajectories formed by a single burst is called the
cone of fire.
The beaten zone is an elliptical pattern formed by the cone of fire as it strikes the ground. The beaten zone is always about 2 meters in width. On ground that slopes away from the gun, the beaten zone becomes longer but remains the same width.
(1) Effect of range. As the range to the target increases, the beaten zone becomes shorter and wider.
(2) Effect of terrain. The length of the beaten zone for any given range will vary according to the slope of the ground. On rising ground, the beaten zone becomes shorter but remains the same width.
Posted: Tue Oct 18, 2011 1:39 pm
by Xerkis
VonRyan wrote:Xerkis / Lexen,
When a machine gun is fired in Team Assault does it just increase the amount of projectiles (bullets) hitting the target or is there a effect such as in real life. Review the following website
http://www.globalsecurity.org/military/ ... 65/Ch6.htm.
For example, when the weapon is fired automatically in bursts, all the rounds do not follow the same path. This is due to the vibrations of the gun and mount, variations in ammunition, and atmospheric conditions, which cause the rounds to follow a slightly different trajectory. This group of trajectories formed by a single burst is called the
cone of fire.
The beaten zone is an elliptical pattern formed by the cone of fire as it strikes the ground. The beaten zone is always about 2 meters in width. On ground that slopes away from the gun, the beaten zone becomes longer but remains the same width.
(1) Effect of range. As the range to the target increases, the beaten zone becomes shorter and wider.
(2) Effect of terrain. The length of the beaten zone for any given range will vary according to the slope of the ground. On rising ground, the beaten zone becomes shorter but remains the same width.
This is getting a bit technical on how TA should, could and does work. I think Zeal could answer the rest of your post better for you.
But each round fired does get its own percentage to hit the target.
This is way over simplifying how it works but: if you have a 60% chance to hit the target and fire a 3 round burst; then that is 60% on 3 different times – not 60% for all 3 together.
Posted: Tue Oct 18, 2011 2:33 pm
by Laxen
All right. Lets get down to business!
Automatic fire fires, as you might have noticed, more rounds. How many more rounds a wepaon fires with automatic fire then with single fire can be read from its stats. Most automatic weapons fires 3 rounds with single fire and 5-6 rounds with automatic. HMGs fire 8-10 rounds but cannot be used with single fire. Automatic fire also reduces the shooter's accuracy by mods equal to the weapons recoil value, which normally is about 2-3 (removing about 20-30% accuracy). Also, the negative modifiers for long ranges are doubled for automatic fire, so automatic fire at long ranges have a very low chance of hitting it's target. At close range, automatic fire is slightly less effective at killing enemies then single fire, but it has the potential of killing more enemies, which can sometimes be very valuable. Also, automatic fire causes double morale damage, so firing several weapons with automatic fire at the same target can quickly hammer down their morale, pinning them or forcing them to retreat. Automatic fire consumes double the amount of ammo then single fire.
About the area in which the bullets hit, I think automatic fire is not working exactly as intended at the moment, as it looks like many of the shots hit its target when they actually don't.
Trip flares in night battles was an awesome idea! I must remember this if we add night combat scenarios

Posted: Tue Oct 18, 2011 2:41 pm
by Xerkis
Thanks Laxen. You know I love this kind of detail.
.......... I might have to tear apart what you said and make another chart.

Posted: Tue Oct 18, 2011 3:18 pm
by Laxen
Haha, do it! A chart that calculates when automatic fire is more effective at destroying the enemy and when not.
And yes, I do love these things

Posted: Tue Oct 18, 2011 3:42 pm
by teamgene
deleted my post after seeing Laxen respond.
Posted: Wed Oct 19, 2011 6:48 am
by MajVonRyan
Laxen wrote:All right. Lets get down to business!
(VonRyan wrote 'Thanks for the feedback.'
'Trip flares in night battles was an awesome idea! I must remember this if we add night combat scenarios

'
While you are thinking night combat, how about a flare gun, wire cutters, Bangalore Torpedo etc (check website
http://www.westernfrontassociation.com/ ... -torp.html).

Posted: Wed Oct 19, 2011 7:01 am
by MajVonRyan
Hi Xerkis,
How about starting a wish list / idea thread?

Posted: Wed Oct 19, 2011 11:33 am
by Xerkis
VonRyan wrote:Hi Xerkis,
How about starting a wish list / idea thread?

Excellent idea.
At the moment, there are many “wish list” type posts spread throughout the forum. Might be nice to bullet point them in one spot.
Posted: Thu Oct 20, 2011 9:11 am
by Laxen
I didn't see any entries about night combat in the wish list!

Posted: Thu Oct 20, 2011 10:47 am
by Xerkis
Laxen wrote:I didn't see any entries about night combat in the wish list!

Well then, you know how to type don't you?

Posted: Thu Oct 20, 2011 10:51 am
by MajVonRyan
Xerkis wrote:Laxen wrote:I didn't see any entries about night combat in the wish list!

Well then, you know how to type don't you?

Too late, it has been posted
