Sim1943 Posted January 31, 2015 Share Posted January 31, 2015 Howdy All Still playing around in editor. My brothers a current Apache pilot and I wanted to be able to show him this game. So I was messing around with the editor and wanted to see if APS/Arena defeated Hellfire missiles - he had never heard of APS before, which surprised me. APS/Arena does defeat Hellfires, but it also defeated a number of 30mm Autocannon fire. That doesn't seem right - is this a bug? Just a small question, not a complaint. Game looks great BFC, and really enjoying it. Thanks Chad 0 Quote Link to comment Share on other sites More sharing options...
Bennay Posted January 31, 2015 Share Posted January 31, 2015 i had same experience with 40mm HEDP from a mk.19 and 125mm HEAT shells from a oplot i think it might be a bug 0 Quote Link to comment Share on other sites More sharing options...
akd Posted January 31, 2015 Share Posted January 31, 2015 1000m/s velocity threshold for latest Arena. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted January 31, 2015 Share Posted January 31, 2015 (edited) I'm not sure, I think Arena automatically intercepts anything incoming under a certain muzzle velocity. If the radar sees something flying its way at Xms its difficult to discriminate a rifle grenade round from an AT-4 round. [edit] I see AKD beat me to it, more succinctly. Edited January 31, 2015 by MikeyD 0 Quote Link to comment Share on other sites More sharing options...
Bennay Posted January 31, 2015 Share Posted January 31, 2015 (edited) i thought size played a part as well? edit: also i am trying to find what HEAT shell the oplot fires Edited January 31, 2015 by Bennay 0 Quote Link to comment Share on other sites More sharing options...
Sim1943 Posted January 31, 2015 Author Share Posted January 31, 2015 1000m/s velocity threshold for latest Arena. Wow. Didn't know its threshold was that high. 30mm Autocannon fire is definitely under that. On another note, does Arena run out of ammo for the entire system? Or for each section (ie. front, right, left, rear, ect.)? Or not at all? Good to see it working as designed! Thanks Chad 0 Quote Link to comment Share on other sites More sharing options...
Vergeltungswaffe Posted January 31, 2015 Share Posted January 31, 2015 Defeating Hellfire shouldn't be anywhere near a sure thing. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted January 31, 2015 Share Posted January 31, 2015 (edited) Arena: it covers sectors. Think of a pie. Mmmmmm.....pie. Where were we? As each sector's charge gets expelled and attempts to intercept an incoming round, it is gone. Other adjacent sectors MAY overlap to a small degree. However, as they get used up, there is a definite gap which occurs in its coverage. In-game this is NOT modeled. Instead, a slightly higher fail rate (miss) is used. Think about it this way. If you're the track commander and your left side just intercepted something you'd slew the turret slightly to get the next charge in line (assuming you didn't just face the threat). This level of micro-management is below the threshold of player interaction. The end result is the same, but there is (apparently) a benefit to not having the game keep track of 21 Arena charges for every vehicle with sectors and intercept chances, etc. Edited January 31, 2015 by c3k 0 Quote Link to comment Share on other sites More sharing options...
Nerdwing Posted January 31, 2015 Share Posted January 31, 2015 (edited) Agreed, this seems off. Is it a bug I wonder? EDIT: The Hellfire I mean Edited January 31, 2015 by Nerdwing 0 Quote Link to comment Share on other sites More sharing options...
dan/california Posted January 31, 2015 Share Posted January 31, 2015 Maybe the BMP just took the hit from the 30 mm. I wouldn't think the Arena bursting charge would knock down the whole burst. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted January 31, 2015 Share Posted January 31, 2015 (edited) Agreed, this seems off. Is it a bug I wonder? EDIT: The Hellfire I mean I reported Hellfires not using diving trajectory as a bug awhile back, but no action yet. i thought size played a part as well? No idea to what degree Arena can discriminate based on size alone, but regardless these are 30-40mm anti-tank rounds, so should it discriminate based on size? Parts of the tank would be vulnerable to penetration. BM Oplot should be using late Soviet-era HEAT, i.e. 3BK21 or 3BK25. Edited January 31, 2015 by akd 0 Quote Link to comment Share on other sites More sharing options...
Bennay Posted January 31, 2015 Share Posted January 31, 2015 thanks i had no clue HEAT rounds are so much slower 0 Quote Link to comment Share on other sites More sharing options...
antaress73 Posted February 1, 2015 Share Posted February 1, 2015 At-9 ataka has top attack capability (35 degrees) and its also not modeled in game.. Trophy intercepts it just fine 0 Quote Link to comment Share on other sites More sharing options...
Sim1943 Posted February 1, 2015 Author Share Posted February 1, 2015 I reported Hellfires not using diving trajectory as a bug awhile back, but no action yet. When I told my brother about APS defeating Hellfires, he just laughed. Currently in my testing, the only Hellfires that made it through APS were to the rear of BMP's or after multiple effective stops from T90's. I had one T90 that defeated 6 or so Hellfires with APS before going down to 30mm fire. Was satisfying to watch it explode from a 30mm penetration on the rear/top of the turret. 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted February 1, 2015 Share Posted February 1, 2015 At-9 ataka has top attack capability (35 degrees) Do you have a reference for that? 0 Quote Link to comment Share on other sites More sharing options...
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