Yskonyn Posted December 23, 2007 Posted December 23, 2007 Probably the most daunting task in any of the CM games is getting your knowledgde up to par about what specific weapons can do. In other words, what are the threats at what ranges to your given unit. I would like to know if there already is some sort of table available in which you can cross-reference ranges of weapons and armor penetration tables of ammunition? If not, is there such a project in development? I would like to get my hands on a A4 sheet with this info. It would greatly help me in my planning and execution of missions and it would help very much in mission creation! I am afraid though that I miss the knowledge to make such a sheet myself. So, who chimes in? 0 Quote
SgtMuhammed Posted December 24, 2007 Posted December 24, 2007 I think you would be the first to do it for this game. Be aware that it is rather tricky to find such data for modern weapons. Even CMSF is based on educated guesses. 0 Quote
Yskonyn Posted December 24, 2007 Author Posted December 24, 2007 Well, the table should reflect in-game data, so maybe BFC can do such a table? They have all the data anyway. Would be really handy to quickly cross-reference range versus lethality for a given unit. 0 Quote
Taki Posted December 24, 2007 Posted December 24, 2007 Steve said one Day that its hard to find Real Values and the Numbers from Diffrent Sources differ from each other. They dont have them bye their own i guess. 0 Quote
M1A1TC Posted December 25, 2007 Posted December 25, 2007 They would have to have something in order to make this game 0 Quote
SgtMuhammed Posted December 25, 2007 Posted December 25, 2007 Here is a nice armor table. So far I haven't been able to find a penetration value table like it. Armor Values 0 Quote
Webwing Posted December 25, 2007 Posted December 25, 2007 If I understood this correctly Yskonyn is interested in something like: What would a round from a T72 do to a Bradley armor, front, side and back at x meters. In game, not in real life. Of course in this example you don't need to look into any data to figure the results. -- 0 Quote
dan/california Posted December 26, 2007 Posted December 26, 2007 The short version is very simple. An Abrams from the front is very resistant, although not invulnerable to virtually every weapon in the game, Kornet and RPG 29 perhaps excepted. Abrams from the side is much more vulnerable. Every other armored vehicle can be killed by a single round from any tank main gun and all but the lowest quality anti tank weapons, at virtually any range. Likelihood of scoring a hit in the first place is another discussion completely. 0 Quote
Yskonyn Posted December 26, 2007 Author Posted December 26, 2007 Originally posted by Webwing: If I understood this correctly Yskonyn is interested in something like: What would a round from a T72 do to a Bradley armor, front, side and back at x meters. In game, not in real life. Of course in this example you don't need to look into any data to figure the results. -- Exactly that! That's why I would think BFC could make such a table quite easily. They're the devs, afterall. 0 Quote
Webwing Posted December 26, 2007 Posted December 26, 2007 Steve has said several times that this game is very organic. By which he means that even in my example the T72 might not necessarily destroy the Bradley with one or even two hits. If the T72 hits the Bradley at all!! They try to simulate not two robots but a real war environment. The variables are many, the angle, if the tank and APC were moving, precisely what part of the armor was hit, the experience and moral of the gunner in the T72, if LOS was not totally obstructed, quality of the equipment, faulty ammunition, etc. In theory it would be a sure kill but in real life it might not be the case. Same in the game. Pretty cool ha ?! :cool: So, showing you a table that says that a T72 round can penetrate the armor of a Bradley at x meters might only lead to confusion because you would expect that to happen 100% of the time. This is not the case in real life and not the case in the game. After you play a few missions though you start to understand pretty well what you need to kill what. And you'll definitely have a lot of fun in the process! But they might even release a table like that. Who am I to know! [ December 26, 2007, 01:53 PM: Message edited by: Webwing ] 0 Quote
Yskonyn Posted December 27, 2007 Author Posted December 27, 2007 True, about playing for some time and beginning to know what can kill what at what range, but a table as outlined previously would make that learning curve a fair bit less steep. Even if you can't rely on it for a full 100% it will at least give you a decent idea about which unit stands a chance againt a given enemy. It can also halp you make aware of threats to a given unit, etc, etc. I would still like to get my hands on such a table. 0 Quote
salwon Posted January 4, 2008 Posted January 4, 2008 I think it would be possible to run some tests on something like this - flat ground, perfect visibility, etc. It would require two people of course: no REAL Bradley commander is going to sit tight to see what a T72 does to his side armor! But I don't see why we can't get a statistical analysis done, it would just take some time. 0 Quote
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