Could Pip elaborate if he tested at different ranges?
I don't think this is a bug but an animation and some kind of calculation issue.
From my experience flamer squads sometimes stop early (they probably are at the very edge of their range) and start attacking. The animation also looks like it should hit but there's barely any damage if at all.
It is usually fixed if you order them to walk a couple of steps closer and attack then.
I stopped issuing attack commands because of that and rather let them walk a bit too close because sometimes it is buggy.
I highly doubt anything of this has to do with elevation or terrain in general.
It could be that flamer stop at right distance in 2 D but the elevation increases the distance although the weapon has an AOE of 2...
Or it could be that the AOE only work for target at same height level.
It seem that Centaurs vet 1 ability has returned to its old implementation where the user has to determine the length of the weapons traverse.
Since the implement ability was not very successful either I would suggested a different implementation to the ability.
The weapon will not fire at predetermined a angle at max range but it will continue to fire if the move order is given. That would allow the user to aim the ability manually by moving and rotating the vehicle.
Aren't flames technically projectiles? Is it possible the flames are actually colliding with the raised ground infront of the trench and not actually reaching the squad inside?
I doubt that.
Even if it was flamer has a accuracy of 1 and should be able to hit the conscripts squad with 100% chance.
while reading this i couldn't keep myself from thinking: "an mg used for indirect fire? wtf is that guy smoking?". so i quickly read up on the vickers and its modes of use during the war... and, wow, those lads were actually doing exactly this and not to bad effect either. learned something new today for sure! if it is possible to implement it (with proper animations and balancing) this would make for an interesting and unique replacement for the current vet1 ability.
If one wants to create an ability one could probably try an ability similar to what Centaur has but I am not sure how good for the game it would be. But that would different than simply increasing the range of the weapon.
In anyway I doubt it worth the effort in trying to get it right when there already solution tested in game.
Well, the old passive bonus was extra range so it only makes sense that the new ability would be range as well to keep with the original unit design. I'm with Sky personally that if anything they should remove the penetration from the ability since Vickers already gets Penetration bonus at Vet 2 and with AEC it's not like Brits are really hurting to counter light vehicles. Has anyone tested what a Vet 2 Vickers with Take Aim active can do against something like Puma or Luches? If anything it would be refreshing that Vickers gets something different than some variation of "Armor Piercing Rounds"... Heck I would take range away in exchange for a suppression boost while Take Aim is active instead given Vicker's notorious not-best suppression Edit. Jinx with Dark on suppression idea lol
No it does not make sense.
The passive bonus where sight and range but only garrison that made the vet 1 bonus purely defensive and inline with faction design/theme.
The current vet 1 ability increased damage, penetration and range and allows the unit to fire with impunity which is not inline with faction design/theme or the use of HMG in game.
The range fits the ability and it's just a better but temporary version of what it already has live. Which is the point
Why? That's the part of the ability that is totally unrelated to the original vet 1 bonus. AND it's the part that is actually without explanation
The passive bonuses are defensive oriented only extra sight and range.
The active abilities bonuses are both defensive and offensive oriented.
Patch notes explains why they decided to change a passive bonus to active ability, it does not however explain why the specific bonuses where selected.
For whatever reason, most flame bursts fired do nothing to the conscript squad targeted in the trenches on Rails and Metal, though there is a lick of flame that consistently appears some distance behind the targeted squad, as can be seen in the screenshot. This lick of flame does no damage, and is apparently just a visual bug. I had thought at first that the flame AOE was "Deflected" behind the squad somehow, but that doesn't appear to be the case. The damaged squad in the image is from a couple of mosin shots fired by a conscript squad I spawned, not from the flames, I merely forgot to set all squads HP to 100% before beginning the tests.
Interestingly, flame bursts do rarely "connect" with the squad in the trench, and does 20 damage (To the lowest three models in the trench) for some reason, despite them being in Green Cover. The flame burst also did 16 damage to one model from the closest Conscript squad to the Pioneer (The model closest to the aformentioned three Conscripts).
Is this a known bug? I wonder what causes this. This doesn't seem to just be a case of Cover not working.
Cause I think the pen bonus is what doesn't make sense. Many other MGs with pen bonus abilities have that as the defining trait of the ability, not as an extra which is what this feels like
"Take-aim" doesn't seem to have anything to do with vehicles, and the vet 1 bonus was never about that either. If they remove it I just feel that the options for dealing with a Vickers are good enough even with it's new ability
Mortar smoke improving, indirect accessibility improving for okw. Those + remove the soft AT component of the ability and I think it's fine
If you have problem with penetration it is actually indifferent to me.
historicaly, the British was using vicker for long range indirect fire all the time from evnt ww1 and thet event become the main role of the gun later on in the ww2 when they perfected the method. So, a vet ability allow the vicker to fire with longer range is totally historical accurate and unique more than ever as the brits are the only one doing that sort of thing.
What i will prefer is a toggle second firing mode with increase range but narrower arc and reduce suppression/dmg if needed, so the vicker can be use as a makeshift anti garrison/mg. With both axis faction have easily access to indirect, the vicker can be easily dealed with and smaller ark make it event easier to flank.
Water cooled HMG able to fire for longer times is also "historically" correct.