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76 and 17pdr rounds timing out


stankyus
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After several runs with the 17pdr and 76mm ATG and M10.  Had some serious issues with the rounds timing out. It was not just me it was all of the AEF squad.  We could not engage targets beyond 2.2k with any of the guns however they could engage us with out much problem.  The distance was the edge of Aarshott to our FB. They could kill M10s  spawing in at the FB VEH - its open town facing.  SO we pushed out with 17pdrs about 100m closer to town our rounds timed out right at the edge of town. The exception was the HE round. The AP would hit the top of the crest of the hill from the PPO but you lift a cats hair higher and the rounds timed out and you could not hit anything. That was approx. 2.2k.  Later we had a M10 and 3 inch ATG line looking down in a valley toward town however a 4G had gotten out N side 2.5k approx. and waisted our ATG and M10 line. Our rounds where timing out a 2.2 to 2.3k.  The 4G had no problem hitting and destroying our M10s at that distance.  I had a MLE38 up there watching it all unfold and later with a 3" to find the same fate. The MLE38 used to reach out to 2.5k. I could counter battery 88s at that range and have done it many many times.  Its popping at about 2k if that.

 

SO if you would please bring back our guns ranges.

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Don't confuse tracer timeout with round timeout. Long range gunning in this game is tricky and can fool many players into thinking rounds don't count past a certain point. 

At those ranges, the tracer will time out before it reaches target. Also, and I have to check the distance on this one, but at very long ranges the hit effect (whether it be AP or HE) will not render unless it is a direct hit on the enemy unit. Consider also the solid shot AP hit effect is noticeably harder to spot than the HE effect.

 

As far as AA round self-destruction distance, I am not too knowledgeable there or if anything was changed

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28 minutes ago, jester said:

Don't confuse tracer timeout with round timeout. Long range gunning in this game is tricky and can fool many players into thinking rounds don't count past a certain point. 

At those ranges, the tracer will time out before it reaches target. Also, and I have to check the distance on this one, but at very long ranges the hit effect (whether it be AP or HE) will not render unless it is a direct hit on the enemy unit. Consider also the solid shot AP hit effect is noticeably harder to spot than the HE effect.

 

As far as AA round self-destruction distance, I am not too knowledgeable there or if anything was changed

True - and if your rounds are timing out visually then you have a very hard time actually killing something at distance because you have to guess where the next round is going to virtually hit.  They where picking us off behind treelines and berms, FB bunkers and around them rather quickly.  Second, I should be getting some damage on the target.. splash damage etc but nobody was getting damage on the targets

 

EDIT: Ask anyone in my squad if I can AA gun with the MLE38 for multipurpose use.. I'm pretty damn good at it and it is my go to anti 88 gun. 2.5k give or take was its max range. Its about 500m or looks to be about 500m short.  The ranging on the 4G was somewhat variable at 2.45 to 2.55 but the aa rounds did not come close what so ever.  In RL using it at ground targets it had a effective horizontal range of about 7K, its effective ceiling was about 3.5k with a range with a max ceiling of a about 5.5k. I could be wrong about some of that but its what IIRC.

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One thing to note. Rounds do time out after a set amount of time, but different guns have different muzzle velocity. Thus even if they are all set at the same timeout certain rounds will travel further before they disappear.

 

Used to be great fun in a Fairmile when a 88 spotted you at range, because the 88 had a better muzzle velocity than the Fairmiles 3pdr the 88 could hit you but your return fire would timeout before reaching the 88!

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3 hours ago, delems said:

Oh, so your weapons don't fire past 2k like the 88?  Sounds right by me.

 

No they do, but the smoke trail times out, which realistically is probably right, wouldnt be much of a smoke trail anyways i dont think.
The round still lives, but direct hits with AP are the only thing you can see well or at all depending.

 

depends on round of course, 25mm rounds just go autopop


 

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On ‎3‎/‎1‎/‎2018 at 1:59 PM, mwhitman said:

One thing to note. Rounds do time out after a set amount of time, but different guns have different muzzle velocity. Thus even if they are all set at the same timeout certain rounds will travel further before they disappear.

 

Used to be great fun in a Fairmile when a 88 spotted you at range, because the 88 had a better muzzle velocity than the Fairmiles 3pdr the 88 could hit you but your return fire would timeout before reaching the 88!

17pdr AT was timing out before the 75mm Axis guns. No damage on targets. The 17pdr has a higher MV than the 75mm. You would suspect it to time out at a further distance.  The autopop on the MLE38 is definitely around 2k. Tried to drop an AI tower and using the map it was at 2.1k.. auto pop right before AI tower. That is new.

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