Dee Eight, on 19 January 2017 - 09:54 PM, said:
Nothing...but we're fighting with walking tanks against other walking tanks. Ever looked at the armor penetration figures for tank guns during the second world war (there are tables for naval artillery also btw) ? The shells lose penetration with distance travelled, not to mention what happens if they deflect off the armor because of the angle they strike at.
These are figures for the WW2 german 88mm L/56 as fitted to the Tiger I
8,8 cm Pzgr. 40 APCR 7.3 kg 930 m/s 170 mm 155 mm 138 mm 122 mm 110 mm
And these are the same shell fired from the longer L/71 barrel as fitted to the Tiger II
8,8 cm Pzgr. 40/43 APCR 7.3 kg 1130 m/s 237 mm 217 mm 193 mm 170 mm 152 mm
The ranges for the different penetration values are 100m, 500m, 1000m, 1500m and 2000m. Notice how the longer barreled gun, at 1500 meters is penetrating the same amount of armor as the shorter barreled gun does at 100 meters firing the same shell. Its not that the shell/gun isn't lethal anymore at longer ranges...its that they're not lethal to the same targets any longer. At 2000 meters, that Tiger I gun isn't lethal against the same targets anymore that it was at 500 meters.
Oh, I'm very much aware of those penetration values. I even posted in another thread about wanting impact angles taken into account in this game.
I just want saner ranges and smoother damage drop-offs than these hard-limited ones we have today, especially given that we're using ablative armor in this game.
Pjwned, on 19 January 2017 - 11:59 PM, said:
Well, that would be a 1000m range hitscan weapon (because MGs are functionally lasers with an indefinite duration) for only 0.5 tons (or 0.25 for Clans), and assuming it kept the 2x max range it would also be the longest range weapon in the game, so that might get a little bit out of hand.
See above.
Edited by Mystere, 20 January 2017 - 03:10 AM.