Attack Ground HMG's
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Relic pls.
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for the same reason Mg's don't have manual reload and every unit in the game doesn't have hold-fire: _______ (none.)
sad face
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for the same reason Mg's don't have manual reload and every unit in the game doesn't have hold-fire: _______ (none.)
And direct fire
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for the same reason Mg's don't have manual reload and every unit in the game doesn't have hold-fire: _______ (none.)
Actually, the reason is:
Because its small arms direct fire weapon and these target only units.
In simple language:
No BOOM! or no BURN! = no attack ground, simple and consistent.
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Attack Ground would be nice feature, but i don't think it's actualy possible to do like 'Katitof' said.
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Maxims have attack ground, dont they. Maxim spam gets really fun that way..
And what makes you believe they do?
Maxim is not ballistic weapon.
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And what makes you believe they do?
Maxim is not ballistic weapon.
Because i actually play the game.
Edit: nvm, they have attack move. Maxim spam still gets really fun that way.
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About smoke i would say that it would be enough if HMG couldn't supress what it can't see, but still it would give full damage.
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Maxim is not ballistic weapon.
Erm wtf, I think you need to look up what balistic means. Even a stone or spear (thrown) is a balistic. Its about the curved flight it follows, not how it was projected, or how it impacts.
Posts: 577
CoH2 has four attack types.
Explosive
Flame
Ballistic
Small Arms
Small arms are all normal bullets from a Dshk to a pistol. They can only score hits via accuracy. No collision detection.
Flame are all weapons and abilities that deal flame damage and are always hitting.
Explosive are grenades, mortars, heavy artillery, mines, demo charges.
Ballistic are tank guns, assault guns and all such weaponry.
Since attack ground uses scatter values only small arms weapons can't use it.
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Erm wtf, I think you need to look up what balistic means. Even a stone or spear (thrown) is a balistic. Its about the curved flight it follows, not how it was projected, or how it impacts.
I didn't meant literally, I meant in game.
Its direct fire weapon that can hit its target directly or miss, not doing anything to anything.
Then, there are indirect fire weapon, that target ground, not the unit models.
And then, we have direct fire weapons that that fire at specific models/entities, but missed shot can still cause some harm.
For CoH2, only 2nd and 3rd ones are ballistic, 1st one is just a dice roll.
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The attack ground feature could work just fine if all shots were missed from the beginning (when you use it) and tried to collide with something.
The difference between small arms and ballistic is that small arms have no AoE and 100% accurancy against vehicles.
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Infantry can not be hit by 'missed' projectiles, projectiles with explosive AOE's will hurt them if they land near, but a shell will phase right through them. Vehicles and Objects can be hit by any projectile, so a 'missed' bullet or tank shell can still hit them. Attack Ground targets basically rolls "misses" for every shot and relies on the scatter, so firing an Attack Ground Machine Gun will deal no damage or suppression to Infantry, but may damage or destroy objects and light vehicles. This is why Tanks firing at Infantry behind objects will almost always strike the object first until it is destroyed.
To make Attack Ground work on a Machine Gun, they'd have to make the class it as "ballistic" and give the bullets an AOE profile and a tight enough spread to consistently land close enough to deal damage and suppression. Sounds possibly to me but I'm not sure if that'd be harder on performance or not, since all current "ballistic" type weapons are one-shot like Tank Guns and AT Rifles, although the Ostwind is slow automatic.
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The more it fucks up and not obey you the more that it seems "balanced".
Yes, the logic is stupid, fuck Relic made so much stupid balance decisions, I wouldn't be surprised if this was their logic.
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