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PostPosted: Fri 27 Apr 2012 10:05 
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Pretty much everything can stun a helo in fact.
5.56 and 7.62 caliber will engage anything with 0 armour only.
12.7 and 14.5 will engage targets with 0 or 1 armour.

With machinegun the bigger the caliber the faster the vehicle will be stunned. (not confirmed with infantry rifles yet)

LAW use heat system, thus damage don't scale. (100% sure of that) but at close range you are very likely to hit side armor and most of the time multiple infantry squad shoot at the same time which leads to an instant death for the tank.

http://www.wargamereplays.org/index.php ... lay&id=530 Watch closely what happens to our dear friend O'Neill's Abrams after doing nothing during 60 minutes they got stupidly destroyed but not by the first shot :D


Concerning infantry rifles :
If it is the same mechanic as MG then the caliber of the gun impact damage and moral. The HE value shown in the unit description is not the real HE value, only an indicator. For instance 14.5HMG deals more damage and more suppression per bullet than a 12.7HMG even if they both have HE 1.
In addition, burst weapons don't have a per-bullet damage calculation. It looks like some kind on increasing accuracy along the burst which end up on the possibility to cause some damage after a certain amount of time.
This makes real DPS and effect on moral very hard to calculate.

If someone has already been running tests concerning Infantry rifles I would be interested in the results. Else I will run my own tests and add the results to my chart.

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PostPosted: Fri 27 Apr 2012 12:39 
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I've had many instances where tanks running straight at my face with guns blazing and their armour of 10 just died of one motostrelci shot. Will have to test.

About damage of continuous fire weapons, it seems to be burst-based: In the firing cycle of a HMG for example, you can see several "salvos". For a set period of time, every bullet will hit an area that's off target, then a period straight on target...

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PostPosted: Sun 6 May 2012 05:48 
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Hi DeuZerre,

I apologize for sending this message in a post. As a new member to the forums, I am still in a probationary period and unable to use the PM system. Would it be possible for us to contact one-another ingame for the purposes of helping my play? I would be grateful to draw on your expertise.

Please let me know.


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PostPosted: Mon 28 May 2012 17:56 
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Quick question, are 5 man recon squads more difficult to detect than 10 man squads?

I'm not sure if the number of troops matters as long as they are all in cover, or if the only thing that matters is the "very small" unit size.


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PostPosted: Mon 28 May 2012 18:33 
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Only unit size counts....

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T-72M1 <- gun's range buffed to 2275m <- might solve few issues, worth a test.


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PostPosted: Mon 28 May 2012 19:21 
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5-man squads lose firepower faster than 10-man squads, because they have fewer overall HP (each soldier is 1 HP). Other than that, they're no easier to hit.

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PostPosted: Mon 28 May 2012 23:20 
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JBravo wrote:
Quick question, are 5 man recon squads more difficult to detect than 10 man squads?

I'm not sure if the number of troops matters as long as they are all in cover, or if the only thing that matters is the "very small" unit size.


A HE3 shell has more chances to wipe out a 5 man squad in one hit. But recon squads aren't supposed to be shot at. They are as easy to spot as far as I've seen (very small size).

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PostPosted: Tue 29 May 2012 20:05 
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Cyberzomby wrote:
excellent post indeed!

I'm still puzzled on why I should take the normal rifleman squads. When do I use them? Why do I want them? I always take the ATGM and AA squads with me. But stopped using the rifleman squads.


There is no great reason, only being the amount of soldiers in squad when against squads with lesser men.

The problem in game is that it is designed around tanks, not around infantry and that's why game mechanism is broken.
Infantry is too easy to spot from cover, too easy to kill from cover and not effective enough against vehicles as they should be.

Why to spend money and time to INF when you can even buy almost with same price a cheap tanks what have better possibility to kill INF than INF itself?

Having INF in deck is still a "must" for emergency situations because very cheap prices (15p) to stop small and weak (MG or HMG only) against unprotected CV. But if there is a MBT against INF, not even forest can protect INF enough. Just a single good RC (like somekind IFV) and INF is nearly useless against it.

In game INF is nearly only for cannon food, to be eaten. Fights between INF are nices if or when they happens. Everything is just around tanks. Game is almost only about tanks vs helicopters.

Some people say it is worth to spend 15-30p for infantry what takes down a helicopter or a armored vehicle. Not so much. As far can not be fought without infantry. Modern warfare is still about infantry. MBT's are being replaced by IFV and it only matters how quickly infantry can be deployed on field and get to defensive positions.

Infantry should be cheap? No, infantry squad should be most expensive and versatile unit in the game.
How much nation spends time and money to educate people from child to adult? How much money and time it takes to gear up and train infantry squad?
You can always rebuild, repair or reuse vehicles even after total destruction. It is just matter. But life of a soldier is more valuable than any vehicle.

It isn't just about pilots from whom is said that they are more valuable than planes what they fly. Same thing is with every infantry.
Without soldiers, you have nothing with what to defend or hold your land.

Infantry should be most powerful and most expensive units at field.


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PostPosted: Tue 29 May 2012 20:11 
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I have to disagree. I think of my force as infantry supported by armor. On some maps, I make no tanks to start.


Also, interesting suggestion and reasoning. I'm guessing crewmen and pilots have been replaced by robots. :lol:


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PostPosted: Wed 30 May 2012 04:19 
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Fri13 wrote:
-snip-

The reason I started writing these guides was because I was mainly an infantry player that though infantry was underused, or more correctly misused, most of the time.

Many amps are much more interesting when you play them with 50% infantry, 25% tanks, the rest how you like it.

I won many games due to people thinking this was a tank game, being overconfident about their tanks ability, only to be proven wrong really fast.

They are map dependant; a map with many open spaces and little cover is certainly not an infantry map. A map like Hamburger Hill, if you don't focus on the middle, becomes an infantry map (And the guy that went full tanks+ AA gets raped with no supply lines).

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