rocketman Posted December 1, 2014 Share Posted December 1, 2014 The manual doesn't state how long it takes to reload the AVRE's "petard" main gun. It seems like forever. Does anyone know? The manual also states that the range is 80 m, but when targeting the "Out of range" indicator shows at 100 m. Which is correct? 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted December 1, 2014 Share Posted December 1, 2014 I cannot find the post and I have not tested reloading myself but I remember reading that it can take between 2 and 4 minutes to reload. If there is a disagreement between the manual and the game I suggest you take the behaviour in the game as correct :-) Even if it is a bug it will be the correct behaviour until it is fixed 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted December 1, 2014 Author Share Posted December 1, 2014 If it takes that long to reload (main gun greyed out) that might explain why it didn't fire despite tageting order between 80 - 100 m. That why I thought the "Out of range" might be wrong. But it seems like it's been more than 4 minutes now... Good thing there is no incoming fire 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted December 1, 2014 Author Share Posted December 1, 2014 Found it: http://www.battlefront.com/community/showthread.php?t=117500&highlight=reload&page=2 I had dismounted the engineers and fired just one shot with the main gun. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted December 1, 2014 Share Posted December 1, 2014 My advice is after you fire the mortar pop smoke and back away immediately. The reload process is a bullet magnet and the chance that your (bow MG) loader will die is pretty high. And it does take a long time to reload. I think Sturmtiger in CMBB took less time. 0 Quote Link to comment Share on other sites More sharing options...
Wicky Posted December 1, 2014 Share Posted December 1, 2014 About 3-5 turns and just using mortar can take several direct hits. Best dismount the onboard engineers and get them round the back to blow the bleedin' doors off. AVRE will then just use MG fire to suppress and generally force any remaining occupants to surrender. Also useful is flamethrower from round the back to suppress occupants before bunker itself is knocked out as they like to come out fighting... 0 Quote Link to comment Share on other sites More sharing options...
JonS Posted December 1, 2014 Share Posted December 1, 2014 You might also allocate more than one AVRE to the job. Standard drill involved them working in threes, which in game terms would give you - on average - about one petard round per minute. 0 Quote Link to comment Share on other sites More sharing options...
PhilM Posted December 1, 2014 Share Posted December 1, 2014 My advice is after you fire the mortar pop smoke and back away immediately. The reload process is a bullet magnet and the chance that your (bow MG) loader will die is pretty high. And it does take a long time to reload. I think Sturmtiger in CMBB took less time. Is this (my bold bit) because the re-load involves "breaking" (like a shotgun) the weapon *outside* the turret - not breech-loaded inside the turret - and the loader/bow MGer popping up out of his hull top hatch to do the re-loading? If so, not surprising it is a vulnerable position if there are any unsurpressed defenders around ... Not managed to play with one in game yet; but even if this process is not represented visually, perhaps the crewman protection levels are decreased (equivalent to being outside the tank) during the reload process?? 0 Quote Link to comment Share on other sites More sharing options...
Wicky Posted December 1, 2014 Share Posted December 1, 2014 In game the designated 'radio operator' just prior to firing pops up for a fraction of a second (blink and you'll miss him) to externally reload. it seems most of the waiting around reloading time in game is presumably the mortar round getting unstowed and moved through the vehicle to the relevent crew member. 0 Quote Link to comment Share on other sites More sharing options...
John Kettler Posted December 2, 2014 Share Posted December 2, 2014 Wicky, The description of the reloading process given here would appear to indicate the way the process is depicted in-game may not be right. According to the piece, reloading required a) rotating the turret so that the Petard was above the co-driver/radio operator's hatch, sliding the hatch away; c) exposing that crewman head and shoulders to break open the Petard and position the weapon breech vertically over the hatch opening, d) lifting the ~ 18 kg Flying Dustbin projectile from the ammo rack, then vertically manhandling it into the barrel (nowhere nearly as easy and natural as heaving a shell into a more or less horizontal tank cannon), then pivoting the loaded Petard barrel back into its first position and making sure it's securely latched. After that, the crewman pops back inside and slides the hatch shut. That's when the AVRE is considered ready to start the target engagement. Given this, I see no way a split second exposure of the crewman could be remotely right. http://worldwar2headquarters.com/HTML/normandy/HobartsFunnies/hf_petard.html Regards, John Kettler 0 Quote Link to comment Share on other sites More sharing options...
Placebo Posted December 2, 2014 Share Posted December 2, 2014 It is slooooww. I also found out to my cost if you dis-embark the 3 man team the remaining crew will not reload the gun, so look after that team if they leave the tank!! 0 Quote Link to comment Share on other sites More sharing options...
Wicky Posted December 2, 2014 Share Posted December 2, 2014 If you have one or two men left from the engineer team to remount they will enable the mortar to reload. If you lose em all then the armored car HQ of AVRE squadron(?) can also take over. 0 Quote Link to comment Share on other sites More sharing options...
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