Author Topic: HurriIID 40mm vs tanks  (Read 977 times)

Offline Rich46yo

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HurriIID 40mm vs tanks
« Reply #15 on: February 18, 2008, 04:05:01 PM »
Sounds to me like this would be a good fix it for AH to do. If a tank is hit with a gun that has no chance of taking it out then the player behind it should have no score or credit when someone eventually kills the tank. In other words just write the code that 0.50s and 20mms have no effect on tanks.

                   Seems unfair that the hard work of a big gun driver should be ex'ed out because someone shot at a tank with 0.50s.
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Offline Motherland

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HurriIID 40mm vs tanks
« Reply #16 on: February 18, 2008, 05:08:42 PM »
Quote
Originally posted by Rich46yo
Sounds to me like this would be a good fix it for AH to do. If a tank is hit with a gun that has no chance of taking it out then the player behind it should have no score or credit when someone eventually kills the tank. In other words just write the code that 0.50s and 20mms have no effect on tanks.

                   Seems unfair that the hard work of a big gun driver should be ex'ed out because someone shot at a tank with 0.50s.

The problem is, .50's and 20mm's can disable a tank by knocking out its tracks... a tank without tracks (or, worse, with tracks on one side and without them on the other) is as good as dead.

Offline Lusche

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HurriIID 40mm vs tanks
« Reply #17 on: February 18, 2008, 05:17:38 PM »
Quote
Originally posted by Motherland
The problem is, .50's and 20mm's can disable a tank by knocking out its tracks... a tank without tracks (or, worse, with tracks on one side and without them on the other) is as good as dead.


If they disable them and they get the kill - fine.
But actually tracks doesn't even need to be disabled for a .50cal strafer to get the kill credit.
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Offline Motherland

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HurriIID 40mm vs tanks
« Reply #18 on: February 18, 2008, 06:03:14 PM »
Quote
Originally posted by Lusche
If they disable them and they get the kill - fine.
But actually tracks doesn't even need to be disabled for a .50cal strafer to get the kill credit.

Right. But if its coded the way Rich46yo suggested, then someone who disabled the tank wouldnt get the kill.

Offline BaldEagl

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HurriIID 40mm vs tanks
« Reply #19 on: February 19, 2008, 01:10:09 AM »
I've been flying the Hurri IID a lot the past two camps.  I'm at the point that I can smoke a Panzer or T-34 on the first pass (two rounds which the IID fires simultaneously) and kill him on the second pass.  Four rounds per kill.  Of course I miss half the time :)  Shermans have been slightly tougher for me and I havent  really had occasion to hit a Tiger yet.

Angle doesn't have to be that steep.  30-40 degrees seems to do it but you want to hit at, or just behind the turret.

Also, in most cases, even if friendlies have been straffing with mg's you'll get the credit for the kill.

One last thing, the IID is highly susceptable to ground fire, even pintle guns.  While flacks would be easy kills, unless they don't see you coming keep your distance.
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Offline Bruv119

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HurriIID 40mm vs tanks
« Reply #20 on: February 19, 2008, 04:11:23 AM »
Tigers are also the tough ones but yesterday myself and a squaddie were both putting repeat passes on the poor guy.

Got his turret after 18 rounds and then exploded him with another 6.

Plus whatever hits my squaddie managed.


It can be done.

Trying to get more than one salvo in on the same dive from a top down angle is the key to busting the tougher tanks.
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Offline Rich46yo

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HurriIID 40mm vs tanks
« Reply #21 on: February 19, 2008, 09:54:05 AM »
Well then whoever disabled it with the pea shooters should never get more then an assist. Then let the word get out and hopefully it would put an end to this.

                 I almost never fly the big guns so's the most I'll shoot at is the M16s and Flacks. But sometimes mistakes happen when the GVs are mixed together. Now that Ive seen this thread Im going to avoid it even more because I dont like crimping someone elses game.

                I wonder how many people do it out of pure not knowing? Either way the game should not be modeled for a 0.50 shooter to get a tank kill.
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Offline moot

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HurriIID 40mm vs tanks
« Reply #22 on: February 19, 2008, 08:49:56 PM »
It's not hard... There's two types of damage:  Effective and cumulative.
Effective is when someone actualy breaks something, cumulative is what damage accumulates without breaking something.  Effective damage could be ranked (turret more important than tracks, e.g.), and/or combined with cumulative damage to figure out who gets the kill credit.

Cumulative damage would (IMO) never amount to more credit (summed towards the kill credit) than even just one effective damage.
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