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Posted: 30 Aug 2007, 08:40
by chillaaa
Eh, Floz hooked a brother up and first test game it crashed when i built an AT mine (german)

Posted: 30 Aug 2007, 10:11
by Neddie
[XIII]Roxas wrote:Epic Legions?
I should be helping him... somehow...

Posted: 30 Aug 2007, 11:44
by 1v0ry_k1ng
whats the point of texturing, modeing and animating the tanks to the max then leaving the end of the barrel untextured :P

It still annoys me how 2-3 scout tanks can kill panthers. i had an idea of using armour tags to represent penetration;
like (mm thickness of armour)
0-20
21-40
41-60
61-80
81-100
101-120
121-140
etc

so for example, a scout car can penetrate upto 60mm, then it would do full damage upto 40-60, half damage for 61-80 and quarter damage on any thicker armours. this would stop swarming of scout cars against large tanks, and also allow scout cars etc to be cheaper so early game there are more vehicles about; they just have to hide from lategame vehicles.
just an idea mind :-)

Posted: 30 Aug 2007, 18:07
by FLOZi
The current system is considerably more complex and tweakable than that already and doesn't require FBI-tag spam.

Posted: 31 Aug 2007, 04:59
by chillaaa
EDIT: Nemo instructed me in the ways of SVN update... Thanks for letting me know that one Floz..... :-)

Posted: 31 Aug 2007, 05:18
by Nemo
already fixed. SVN Update, nub!

Posted: 05 Sep 2007, 11:00
by Pressure Line
hmm.. been going through my WW2 movie/documentary archive (ostensibly looking at armored vehicle designs) when a thought occured to me. perhaps friendly armor ought to give a boost to the rate at which infantry come out of their pinned state as well as a boost to the amount of fear they can take before coming pinned

Posted: 05 Sep 2007, 11:33
by 1v0ry_k1ng
I had an idea like that for a troop type, officers, which increase resistance to supression in an area around it, but figured it would be too fiddly to use ingame

Posted: 05 Sep 2007, 11:47
by FLOZi
Pressure Line wrote:hmm.. been going through my WW2 movie/documentary archive (ostensibly looking at armored vehicle designs) when a thought occured to me. perhaps friendly armor ought to give a boost to the rate at which infantry come out of their pinned state as well as a boost to the amount of fear they can take before coming pinned
Friendly-Armour suppression shields were added a while back. :wink:

Posted: 05 Sep 2007, 11:49
by Pressure Line
yeah, without a squad system (a la DOW) it would be too micro intensive. but since (especially late game) you would be using tanks and other armor to back up your infantry assaults it wouldnt require any special micro, just using your tanks to support your assault

Posted: 05 Sep 2007, 14:06
by Warlord Zsinj
That sort of bonus thing seems largely inappropriate for S44's scale. It would would be a pain in the arse to use intentionally, and would create strange situations when you aren't intending to use it, making things less predictable.

Posted: 07 Sep 2007, 08:18
by SpikedHelmet

Posted: 07 Sep 2007, 18:24
by 1v0ry_k1ng
you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks :(

Posted: 07 Sep 2007, 19:25
by FLOZi
1v0ry_k1ng wrote:you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks :(
Which is why infantry support is vital.

Posted: 07 Sep 2007, 21:00
by Felix the Cat
FLOZi wrote:
1v0ry_k1ng wrote:you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks :(
Which is why infantry support is vital.
Tank balance is still a little bit whack. Soviet T-60 (lightest tank in the game and generally a piece of shit IRL) takes a Panther to ~30% health with one hit to the front. Not good.

Posted: 07 Sep 2007, 23:17
by FLOZi
Felix the Cat wrote:
FLOZi wrote:
1v0ry_k1ng wrote:you guys need to standardise the hitsphere size of tanks, atm some tanks have hitsheres half the size of their hull (sherman) while the cromwell has a large one. im not sure but that probably has some impact in the game balance.
also, even light tanks can still gut a heavy from close up and since tanks have negatory LOS it means that light tanks can often win a sterile 1v1 or 1v2 with heavy tanks :(
Which is why infantry support is vital.
Tank balance is still a little bit whack. Soviet T-60 (lightest tank in the game and generally a piece of shit IRL) takes a Panther to ~30% health with one hit to the front. Not good.
Completely pointless statement without some quantifier of range. Also directional damage isn't implemented currently. Also the T-60 has a good burst which ultimately makes it more effective

Posted: 08 Sep 2007, 09:13
by Felix the Cat
FLOZi wrote:
Felix the Cat wrote:
FLOZi wrote: Which is why infantry support is vital.
Tank balance is still a little bit whack. Soviet T-60 (lightest tank in the game and generally a piece of shit IRL) takes a Panther to ~30% health with one hit to the front. Not good.
Completely pointless statement without some quantifier of range. Also directional damage isn't implemented currently. Also the T-60 has a good burst which ultimately makes it more effective
Range = approx 1/2 the range of the T-60's cannon.

T-60 shouldn't be more effective than the Panther against armor in a sanitized simulation, ever. T-60 shouldn't nearly kill a Panther in one shot, ever. (If it did then the Soviets would have won a lot sooner, spaem T60 lolol etc.)

Posted: 08 Sep 2007, 11:56
by FLOZi
Is this before or after Nemo changed the QUALITY value of all armour?

Posted: 08 Sep 2007, 15:44
by 1v0ry_k1ng
idea of using armour tags to represent penetration;
like (mm thickness of armour)
0-20
21-40
41-60
61-80
81-100
101-120
121-140
etc
so for example, if a scout car can penetrate upto 60mm, then it would do full damage upto 40-60, half damage for 61-80 and quarter damage on any thicker armours.
I know you dont like using armour tags but i think realistic armour is going to be impossible otherwise. the current system dosnt really work so well; Ive been playing about with the armour lots, doing from 1v1 to 5v5s spawning armour at set distances with LOS, for example 5 t34 against 5 m4a4 at 1200 distance with LOS and it just dosnt feel right, especially at close range where any tank can instagib any other tank in 1-2 shots regardless of armour and weapons. a heavy tank dosnt "feel" heavy, it just feels like a tank with slightly more health and will still die to a few t60s.
realism is one thing, but tanks that take ages to build then die in one shot to another tank regardless of make and side feels poor.
just ideas..

Posted: 08 Sep 2007, 19:08
by yuritch
T-60s killing Panthers isn't realism either. There were cases of T-70s ambushing and killing Panthers (whose side armor can be penetrated by 45mm rounds), but a T-60 with it's 20mm autocannon cannot kill a Panther no matter what. It should only be effective against unarmored and lightly armored things.