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Deploy/Pack up time of anti-tank guns


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Hello Experts,

I have one question because of the deploy/pack up time of anti-tank guns in CMx2. Are they realistic? I don’t have any experience with this, but are 1,8/3,8 min for deploy and 3,8/8,0 min for pack up not too long for a 6/17 Pounder?

In the Internet I didn’t found much information about it:

88mm

"I am told that a well practiced crew could dismount a gun and be ready to fire in 20 seconds and remount the gun for traveling in less than a minute."

http://www.achtungpanzer.com/88mm-flak-series-flugabwehrkanone.htm

6pdr

"Once the truck got us into position it was not more than a minute before we were ready to fire."

http://www.thetroubleshooters.com/80th/aladeen0001.html

Best regards

Toblakai :)

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All I can think of right now is that the 88mm dismount fire thing is a bit exaggerated.

Basically as far as I know the gun when in this semilimbered state can only engage targets in a very limited arc, the entire trailer has to be turned and there is a risk of the recoil damaging it and possibly toppling it over.

Properly modeling this sort of behaviour in the game would take time to get it right. Also, I don't think the 88 can be moved once deployed? Not sure.

And not all gun crews are created equal, so the devs try to strike somekind of balance. I do think that Elite/Fanatic crews setup their weapons faster than regular ones. Will be intesting to read about this, I remember that in CMSF there was something funkycrunky about the setup times of a few ATGMs and recoilless rifles that I think were tweaked after feedback.

I have this vague idea that the 17-pounder was somewhat hard to manhandle and setup. A single guy could theoretically load the gun and fire it while it was limbered and knock out a Royal Tiger on a crest 1200 meters away, but properly modeling this in the game could be tricky. He might not have his 17 pounder left after taking that shot.

Regards, ZPBII,

not an expert but would love to think of himself as one someday.

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The long pack up times wouldn't be so bad if you could move the crew away when arty is coming, then move them back to re-man the gun (still, of course, with the possibility of the gun itself being damaged). I know we've been over this before, but I still don't get why the AT guns were programmed in such an inflexible manner in the first place. Maybe in CMx2 Version 3.0, maybe.

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The long pack up times wouldn't be so bad if you could move the crew away when arty is coming, then move them back to re-man the gun (still, of course, with the possibility of the gun itself being damaged). I know we've been over this before, but I still don't get why the AT guns were programmed in such an inflexible manner in the first place. Maybe in CMx2 Version 3.0, maybe.

They were programmed that way because the alternative was being unable to abandon their weapon at all, under any circumstances. Perhaps that's an illustration of how complicated this game is under the hood?

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It would be also nice if the gun would not have to entirely pack up to move just 3 meters forward or back. It's just a normal tactical maneuvering ability of a (wheeled) gun. It could just move without packing, if it doesn't leave it's action spot.

And would be nice if it was able to move backwards 2m without first rotating 180deg...

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