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PostPosted: Sat 23 Jun 2012 04:13 
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Hmm. What if, say, on a hit roll for a SACLOS or MCLOS system, when an enemy is destroyed or sight is lost on one unit of the group, the operator would be trying to correct the missile onto the next target?

Coupling this with, say, making a SACLOS or MCLOS system go after the last seen target position and continue in a straight line after meeting it until they hit max range or a move order is issued might solve part of the issues regarding their mechanics.

But the fact they're constantly shooting while guiding the missile on target is just another hamper.

Game-mechanics wise, ATGMs units get the most shafting unless they're the Apache's hellfires. That's -before- you consider things like the ATGM bug.

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PostPosted: Sat 23 Jun 2012 10:45 
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Considering its a pc-turned tabletop a hit roll can be done like this:

Whenever a roll is made for hitting a target a 10-sided dice is rolled. 100% would mean it has as much a chance to score a hit as to score a miss, so a 1-5 = hit and 6-10 = miss and at 50% it would be 1-3 = hit and 4-10 = miss.
I know it sounds a bit weird but it would explain a lot.

Personaly i havent done any testing but i have a feeling that guns perform similar to ATGMs, they actualy miss a lot, even at, say, 55% there are more shots missing than hitting.

Its just a wild guess though, so dont hold me accountable for it. :P

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PostPosted: Sat 23 Jun 2012 11:08 
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You might be right about guns missing a lot more than their accuracy implies, but at least the fire rate compensates for that.


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PostPosted: Sat 23 Jun 2012 11:42 
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Cygnus wrote:
You might be right about guns missing a lot more than their accuracy implies, but at least the fire rate compensates for that.


Yep, im not gonna argue about guns offering more reliable firepower. Its Guderians credo, you can see it with the MBT70/KPZ70 project.

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PostPosted: Sat 23 Jun 2012 20:04 
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Yeah. ATGMs offer the potential for one-off amounts of pretty high damage, but consistency kills the possibility for that to be useful, and rate of fire just blows it out of the water and keeps shooting at it while it's in the air.

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PostPosted: Sat 23 Jun 2012 22:13 
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Has Eugen actually said they are going to attempt to address the ATGM inaccuracy?

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PostPosted: Sat 23 Jun 2012 22:33 
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PostPosted: Sun 24 Jun 2012 00:34 
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Radioshow wrote:
One of the main problems here i think is the targeting/range. Units don't seem to spread targeting out enough. Too often I see all missiles veering off because 1 target was destroyed. Or 2 groups of 4 missiles targeting 1 unit each. And since by the second shot tanks are in gun range they are being destroyed by your tanks main guns before the missiles hit then all the missiles veer off again. And if engaged any closer than max range they only get 1 shot, and you usually need 2-3 min.

I can mitigate this some by not grouping AT infantry and really spreading them out. I have seen 2 separate units(M3bradleys) side by side each picking a different target. And sometime 2 in one group will still pick different targets. But AT infantry tend to shoot most missiles at one target usually the first in the group.
If a 4 tank group comes at them , a 4 group AT inf. will not take one tank each. Most likely they all shoot at ONE tank, sometimes 2 . By the time they get a second shot there are still 3 tanks that will kill them quickly.

So I have seen them perform well, certainly if micromanaged, but better targeting would help. Or adjustable game speed for easier micro. That would not work in multi though. 12 MilanF2's spread out and in good position should easily handle 4 tanks in the first salvo. Unfortunatley your lucky if 1-2 tank even take hits.

With the cost of resupply, AT units are too costly for their use.



Mhmm Those nitwitts aim at a single target. I tend to group by pairs and manual select (which will give me less time microing my T-64s and T-80s) The fact that ATGMS rarely hit is $^&* I did a shturm with vet 3 already and it kept missing a huge M1A1 just 1000m away!!!!!!! (Finally after spending 8 of its ATGMS it hits it.......)


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PostPosted: Sun 24 Jun 2012 01:20 
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That's an advantage when fighting head-on, and only a minor issue when fighting from the side.

Actually, it can help out a lot from the side, too, especially in cases where one ATGM is not enough.

Depending on the scenario, this can be seen as both an advantage, and a problem, sooo, I'unno.

I think the best way to deal with it is try and make it so that should one unit be lost track of in a group of units, the ATGM switches to the next available target in flight that's a part of the same group and tries to adjust trajectory to hit it.

JuggernautOfWar wrote:
Has Eugen actually said they are going to attempt to address the ATGM inaccuracy?


Well, the most recent patch aimed to try and fix the issue, and it's helped quite a bit to make them more effective and decrease the frequency of the bug, but it's still blatantly there.

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