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PostPosted: Sun 22 Apr 2012 11:15 
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Now KPVT just like any 7-12mm MG but only worse.
Accuracy-AP-HE-ROF
7.62 MG-3: 6-0-1 1050 wtf with this gun?
7.62 GPMG: 4-0-1 600
7.62 M240: 4-0-1 600
7.62 PKT: 3-0-1 600
7.62 M1919: 3-0-1 600
12.7 M2 HMG: 3-0-1 500
12.7 NSVT: 3-0-1 500
12.7 DSHK: 2-0-1 500
14.5 KPVT: 2-0-1 230
KPVT good armor penetration ignore completely and it have worst stats in category. KPVT rate of fire similar to 20mm autocannons which can easily kill tanks but does not have their AP.
Few examples: viewtopic.php?f=11&t=4996#p52482
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It must be noted that until very recently KPVT was the most powerful heavy machine gun in its class, providing almost double muzzle energy compared to 12,7mm / .50 caliber weapons. With muzzle velocities of about 1000 - 1030 meters per second and AP bullets weighting 60 gram, it generated muzzle energy of about 32,000 Joules and penetrated some 32mm of steel armor at 500 meters range and about 20mm at 1000 meters.

Suggestion: add 1 AP to KPVT.

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PostPosted: Sun 22 Apr 2012 11:35 
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I can't believe there's no difference in damage between a puny 7.62mm and 14.5mm :shock:.
Yes, the MGs are a secondary weapon but they're used all the time. It should make a big difference whether you're firing a chopper with a 7.62 or 12.7 or 14.5. They're all different beasts. The 14.5 should have better values.

The 14.5 has shorter range than any 20mm so in that regard the change would be ok in my books. It isn't supposed to be a 20mm equivalent quite clearly - but it sure as hell isn't supposed to be weaker than a 7.62mm damage wise. That just makes no sense.

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PostPosted: Sun 22 Apr 2012 11:52 
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Hmm, it may be interesting if you don't change the range of the KPVT.


The vehicles using a KPVT :
All the BTRs - PAI becomes a 5pts killer, the others will probably rush like hell and unload infantry on your tanks, while stunning/killing them with the HMG.
Topas 2AP - makes it a good choice compared to the 2A with tarasnice.
Skot 2A & 2AM - I hope your opponents got lube, seriously.
BRDM 2 - don't use it enough to judge.
UAZ KPV - already a good unit for it's price.
SU-122-54 - nobody uses it anyways.
I think that's all of them.

Besides, i'm not sure if high caliber weapons doesn't make more damage, even if they have a disavantage because of the low RoF. It seems to me that the Bushmaster (25mm) is often more effective than the 20mm of the Marder.

@Buck
HMGs can stun, MMGs doesn't. With the range difference, it's a big upgrade.

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PostPosted: Sun 22 Apr 2012 12:30 
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solvens wrote:
Hmm, it may be interesting if you don't change the range of the KPVT.
The vehicles using a KPVT :
All the BTRs - PAI becomes a 5pts killer, the others will probably rush like hell and unload infantry on your tanks, while stunning/killing them with the HMG.
Topas 2AP - makes it a good choice compared to the 2A with tarasnice.
Skot 2A & 2AM - I hope your opponents got lube, seriously.

Soonds good. But it still have only 2 acc and low rate of fire. If other side can do same with AMX-10P, marder, wiesel and FV432 why other should not? It will be some balance.
solvens wrote:
BRDM 2 - don't use it enough to judge.
UAZ KPV - already a good unit for it's price.

Again it will balance armed recon. Look at replay in first post.
solvens wrote:
SU-122-54 - nobody uses it anyways.

I use them.
solvens wrote:
Besides, i'm not sure if high caliber weapons doesn't make more damage, even if they have a disavantage because of the low RoF. It seems to me that the Bushmaster (25mm) is often more effective than the 20mm of the Marder.

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PostPosted: Sun 22 Apr 2012 13:09 
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The KPVT is really not modelled well due to the lack of resolution at the lower end of the AP scale. Giving KPVT AP 1 is really overkill and puts it in the league of a proper autocannon not an MG.

Was it already tested that it does more damage at close range against light armor compared to the 12.7mm MGs?


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PostPosted: Sun 22 Apr 2012 13:24 
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It has low accuracy at max range but at 700m it should have around 150% of it's basic accuracy.

First thing to know : 7.62 only engage targets with 0 armor (on the side facing the the MMG), 12.7 and 14.5 can engage targets with 1 armor.
Now from what I've tested, 12.7 and 14.5 are very similar in DpS and suppressing ability.

But, but but but, one good use of HMG is to kill or frighten choppers. And 14.5 proved to be very effective at killing NATO chopers when PACT choppers are much more resilient.

Finaly, 14.5 may be slightly less accurate than 12.7 but since it will engage sofler targets it is globaly better.

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PostPosted: Sun 22 Apr 2012 14:03 
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I suspect caliber matters for morale and stunning, but not damage. We really need a finer resolution AP scale though. The Rarden with a slow firing 30mm autocannon (60/min) is much worse than a faster firing 20mm AMX-10p AC (160/min) because the damage doesn't seem dependant on caliber. It's all about accuracy and AP. I'm no expert, but I find it hard to believe a 14.5mm HMG has the same AP as a 30mm autocannon, and you have to remember that this is what you're lumping them.

It'd probably make for a much more realistic game if pretty much everything in the game was multiplied by at least 4 with regard to guns/pricing. That way some of the weapons/armours/prices that currently sit between two values can be more accurately modelled. A 30mm AC can be more powerful than a 25mm, which is in turn more powerful than a 20mm, with the 20mm being more powerful than the 14.5mm. The trouble is this is much more overwhelming for a new player.

For the current system it's impractical though. I suppose it could be done, but all units using it would need a 5-10 point increase.


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PostPosted: Sun 22 Apr 2012 14:42 
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They could multiply all damage/armor numbers by 10, then make slight stat adjustments as needed. This is something I've seen other games do when they've found their scale is too coarse. It would also be easy for players to adjust as the unchanged numbers will stay the same except with an extra zero in the end.


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PostPosted: Sun 22 Apr 2012 14:49 
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Elukka wrote:
They could multiply all damage/armor numbers by 10, then make slight stat adjustments as needed. This is something I've seen other games do when they've found their scale is too coarse. It would also be easy for players to adjust as the unchanged numbers will stay the same except with an extra zero in the end.
It's already the case, real numbers are hidden and what you can see is symplified.

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PostPosted: Sun 22 Apr 2012 15:29 
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FLX wrote:
It has low accuracy at max range but at 700m it should have around 150% of it's basic accuracy.
First thing to know : 7.62 only engage targets with 0 armor (on the side facing the the MMG), 12.7 and 14.5 can engage targets with 1 armor.

Question is how they engage targets.
http://www.youtube.com/watch?v=b6jgGWmcLMc
FLX wrote:
Now from what I've tested, 12.7 and 14.5 are very similar in DpS and suppressing ability.
This is problem.
FLX wrote:
But, but but but, one good use of HMG is to kill or frighten choppers. And 14.5 proved to be very effective at killing NATO chopers when PACT choppers are much more resilient.

Even twin and quad versions of KPVT have problems with air kills. How single ones proven to be vvery effective?

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