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Sean O'Connor's Games • View topic - Rates of fire for guns

Rates of fire for guns

Real time World War II combat simulation

Rates of fire for guns

Postby Knut » Wed Feb 20, 2008 11:59 pm

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Gun rates of Fire

Postby JeanBoule » Thu Feb 21, 2008 1:06 pm

Voila du boudin!
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Postby StateRoute170 » Thu Feb 21, 2008 6:45 pm

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Postby Andy » Fri Feb 22, 2008 3:09 am

as gucci as that would be, its majorly overly micromanaging it. you can't even have that kind of control holding a guys shoulder, let alone watching him through a set of bins 400m away.

it would be a nice touch to the troop rating though, to go with holding fire - raw troops letting rip early, whilst elite being picky as late as possible
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Last edited by Andy on Sat Feb 05, 2011 1:53 am, edited 1 time in total.
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Postby Knut » Fri Feb 22, 2008 3:33 am

I was really just talking about tank guns and field artillery. I think the 'standard' of troop (Raw, Reg, Elite) does have an affect on when and how they open fire. At least, I have noticed that Elite level troops wait until the enemy is pretty close before firing a volley, whereas the other types will fire individually and much sooner. Perhaps infantry ROF is other wise built in.
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Postby StateRoute170 » Fri Feb 22, 2008 4:16 am

Tanks and arty is the same thing.Except it depends on how fast a crew can load a shell and fire.
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Postby Andy » Fri Feb 22, 2008 6:43 pm

well there are certain bits of tank behaviour that are modeled poorly in firefight - an early t34 stopping well out of range to fire at a tiger is going to be smoking pretty soon.

it comes from as far back as 17th century naval warfare - the shorter gunned is usually the lighter and so closes as maximum speed whilst trying to not get hit, then out maneouvers the bigger foe at minimal range.

if i had 4 t34s, my tactic against a single tiger would be to close asap in valleys and other natural cover. and then get behind from both flanks simultaneously. ruddy difficult but better than being human roast!
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Last edited by Andy on Sat Feb 05, 2011 1:53 am, edited 1 time in total.
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Postby Ezekiel » Fri Feb 22, 2008 6:53 pm

Well,you are correct.4 T-34s wouldnt stand a chance against a tiger unless you flanked it by using the surrounding enviorment.
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Postby Erin Henshaw » Sat Feb 23, 2008 9:30 pm

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Postby Legacy » Sun Feb 24, 2008 3:15 am

"Every man is my superior in that I may learn from him."

Don't take life too seriously, you won't make it out alive!
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Postby T2K » Thu May 15, 2008 7:53 am

The "sea and freeze" behaviour of tanks is pretty well known in Firefight.

If they see another tank or an AT gun, they will stop all movement and fire it out until one is destroyed or their LOS is restricted (as by smoke).

I had two regular Shermans use their ENTIRE ammo supply in a duel with a single Pzjgr IV yesterday. The Shermans were getting repeat hits on the vehicles front but, even though the distance was only 300m, they never got a kill. Eventually, they were both knocked out. The german SPG soon ran out of 75mm ammo also, but as I had no other AP weapons I lost.
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Postby Knut » Thu May 15, 2008 11:10 pm

This is probably the biggest annoyance to me in FF. I'd like to see tanks take cover or retreat a bit more readily than just completely freeze. While annoying behavior in tanks, it is completely nonsensical to have thinly armored halftracks and carriers behave the same way.
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Postby TheKangaroo » Fri May 16, 2008 4:23 pm

On the other hand, though, 'fixing' that might have adverse effects on balancing. After all tanks react to orders quickly, don't hesitate to get close to enemy infantry and are no subject to small arms suppression. If they didn't have that major disadvantage when facing enemy cannons the tank assault would never fail.
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Postby T2K » Sat May 17, 2008 4:29 am

Yeah, I'll just repeat my usual thing:

FF is really fun. The ONE thing that would make it much better would be some simulation of the ability of infantry to attack tanks at close range with magnetic charges, grenades, molotov cocktails. The total and absolute invincibility of tanks to infantry is the biggest problem in the game, and also not realistic at all.

Tank doctrine is all about making sure infantry support tanks so that enemy infantry doesn't get too close, which is when tanks become vulnerable.
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Postby Knut » Thu May 22, 2008 11:50 pm

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