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General Forums => Aircraft and Vehicles => Topic started by: Anaxogoras on February 16, 2008, 03:18:03 PM

Title: HurriIID 40mm vs tanks
Post by: Anaxogoras on February 16, 2008, 03:18:03 PM
I had a little bit of success today with the HurriIID against tanks (panzer and tiger), but both kills had to be completed by a friendly driving another tank.  I tried aiming at the tracks, at the turret, and other spots without disabling anything (~16 shells on the panzer).  It was a fun time because there were no flak wagons to spoil my attack, but the 40mm was a little disappointing.

Maybe the B25H is a better place to look for tank killing...:p
Title: HurriIID 40mm vs tanks
Post by: Lusche on February 16, 2008, 03:30:19 PM
Hurri D can kill any tank in this game, though T34's are kinda diffcult to bust.

The secret is you have to do a steep dive onto your target. Aim for turret or engine compartment. Hitting Tiger's driver position a 60° or steeper ensures an instant kill. M4's weakest part is than little recangular engine grill just behind the turret.
Title: HurriIID 40mm vs tanks
Post by: Anaxogoras on February 16, 2008, 03:41:06 PM
So attacking from a steep angle makes a big difference.  Thank you for the advice!
Title: HurriIID 40mm vs tanks
Post by: Lusche on February 16, 2008, 03:46:17 PM
You might find that old thread interesting:

http://forums.hitechcreations.com/forums/showthread.php?s=&threadid=209030
Title: HurriIID 40mm vs tanks
Post by: VooWho on February 16, 2008, 04:32:32 PM
Quote
Originally posted by Anaxogoras
So attacking from a steep angle makes a big difference.  Thank you for the advice!


It makes a big difference b/c the armour on top of tanks is very thin compared to the front or sides. For most tanks the weakest points are the back, top, and sometimes the bottom, but you will never get to shoot the bottom of a tank, so really the back and top are the best places to hit with a steep dive.
Title: HurriIID 40mm vs tanks
Post by: moot on February 16, 2008, 06:30:23 PM
90degree angle of impact is what you want.. I don't mean to rattle your cage Anax, but you said you've been around.  You should know this...

The T34 is very weak on the flat of its back, right behind the turret.  It's the easiest spot to land good hits on.  Hitting at the 40mm's convergence is also good.
Title: HurriIID 40mm vs tanks
Post by: thrila on February 16, 2008, 06:47:44 PM
The hurri2d is good as long as there are no fellow countrymen strafing the tanks with .50cal or 20mm.  It doesn't matter that they didn't do any damage, more often than not they will get the kill.
Title: HurriIID 40mm vs tanks
Post by: moot on February 16, 2008, 06:55:54 PM
It's not that bad.  I've gotten kills for tanks I put ~6-8 rounds into despite strafing from 3-4 others hogging the GV.
Title: HurriIID 40mm vs tanks
Post by: Lusche on February 16, 2008, 06:57:34 PM
Quote
Originally posted by moot
It's not that bad.  I've gotten kills for tanks I put ~6-8 rounds into despite strafing from 3-4 others hogging the GV.


That does work this way if they suck and hit the ground more than the GV tracks ;)
Title: HurriIID 40mm vs tanks
Post by: Anaxogoras on February 16, 2008, 08:43:28 PM
Quote
I don't mean to rattle your cage Anax, but you said you've been around. You should know this...


Obviously you do want to rattle my cage.:rolleyes:

Hint: gv's are new to me because they did not exist in earlier online flight sims.
Title: HurriIID 40mm vs tanks
Post by: moot on February 16, 2008, 08:49:54 PM
That might've been it too Lusche.  They sprayed it good though, so I don't think true hits with the 40mm are too insignificant.

Anax, I have nothing to gain from rattling your cage..  What would you do, then, that I'd have interest for?
It's common sense that a shell will best penetrate tanks' armor if it hits as square as possible.
Title: HurriIID 40mm vs tanks
Post by: Anaxogoras on February 16, 2008, 08:56:12 PM
If you're first line of attack fails... Try another!:lol
Title: Re: HurriIID 40mm vs tanks
Post by: MotleyCH on February 16, 2008, 09:09:44 PM
Quote
Originally posted by Anaxogoras
I had a little bit of success today with the HurriIID against tanks (panzer and tiger), but both kills had to be completed by a friendly driving another tank.
 


..and the GV guys hate it when they drive all the way out there, to get assists.

For GV's, it should be scored to who ever finished them off.
Title: HurriIID 40mm vs tanks
Post by: moot on February 16, 2008, 09:17:59 PM
Quote
Originally posted by Anaxogoras
If you're first line of attack fails... Try another!:lol
huh?
Title: HurriIID 40mm vs tanks
Post by: Bruv119 on February 18, 2008, 04:01:33 AM
2 rounds from a steep angle is enough to take out panzer turrets.


All comes to down patience, practice and a little luck.

If you get a good line up and do a combo of 6 rounds all in the right place most tanks will go BOOM!
Title: HurriIID 40mm vs tanks
Post by: Rich46yo 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.
Title: HurriIID 40mm vs tanks
Post by: Motherland 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.
Title: HurriIID 40mm vs tanks
Post by: Lusche 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.
Title: HurriIID 40mm vs tanks
Post by: Motherland 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.
Title: HurriIID 40mm vs tanks
Post by: BaldEagl 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.
Title: HurriIID 40mm vs tanks
Post by: Bruv119 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.
Title: HurriIID 40mm vs tanks
Post by: Rich46yo 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.
Title: HurriIID 40mm vs tanks
Post by: moot 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.