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Backblast and ship gun trajectory Any chance we can have backblasts with Propelled antitank weapons such as the Zooka and Faust? Also any chance we can make the trajectories of Ship guns a bit flatter [unless its realistic enough as it is in which case ignore this? |
Re: Backblast and ship gun trajectory Imho, ships combat could do with less realism. The way it is atm makes it hardly any fun. -Canons to strong -canons shhot to slowly -a ship is unrepairable -a ships with 2ppl is just as affective as one with 6 (don´t allow position switching) -shipsguns are hard to aim |
Re: Backblast and ship gun trajectory -No, cannons are fine strength -They are already times faster reloading then in rl. -I belive the cargo ship will be able to repair now. I actually think it would be fine to allow engs to repair as it would give a crew realy usefullness over a non-crewed one, and is symbolic of the rl imporantance of damage crews (plug leaks, stop fires) -NO NO NONO, this would RUIN naval combat. 95 of the time ships have NO crews. IF anything the restriction already in (like aa guns on destroyer should be removed). Ships need to be MORE fun to control, not less- which mean MORE control and more skill, not totally annoying crap like that. -Yes i totally agree here though- tank need aimining systems. In rl they has some of the most advanced sighting systems (radar, optical...) so for example, they shoudl probably have at least the seconday scop sites like tanks sites (if this is possible) The best way to impreove combat is to make the more like tank combat- lots of control over systems, damage effects, teamwork via other playeers repairing, and targeting methods. If peopel see ships as huge tanks, they will probably undoubtly like them more. If they are made incredibaly annoying and hard to use, with all locked out postions, no repairing, no effects, and hard to aim weapons....well they will not be so popular. As for backblast, i would like to see this. Not sure how it can be done though. I think it would be need to scaled down so it would only be lethal if your like directly behind the blast, and otherwise maybe just a couple points of blast damage. |
Re: Backblast and ship gun trajectory Quote:
visually quite a lot could be done with AT-weapons. the bazooka currently have a long smokey path, so does the schreck. fact is that they stopped burning before they left the tube (zooka) (not entirely true; if the weather was cold the rocket could burn just a fraction of a second too long and burn the user in the face), or 2m after (schreck). same story with the faust, please study the video floating around. it shows quite a lot of smoke around the user of the weapon, but NONE trailing the projectile. in-game the smoke trail doesn't start before it has flown several meters (might have been fixed in 0.66, but i doubt it). it's true that the panzerschreck was called stovepipe, but it wasn't smoking all the way to the target. just as with real chimneys, the smoke dissipates shortly after leaving it (distance, not time) |
Re: Backblast and ship gun trajectory I am currently working on Battleships aiming, will be comparable to tank sights, only just more "usable" |
Re: Backblast and ship gun trajectory Quote:
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