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Hello
I am in week 2 of my free trial and had been playing as a tanker. I notice that my HE does no damage to foot soldiers. I could fire HE right next to a foot soldier and nothing happens to him.
As a new player I find this all VERY upsetting. So much so that if true I will not start to pay-to-play and end this game before my free trail is over. Playing a tanker without HE is seriously gimped! I was a tanker in real life and understand the power of HE against foot troops...truely a life saver for the tanker.
So, is it true...HE not working against foot and possibly other targets? If so why????
thx
the sword of no sword...
Comments
Hit him with it..he dies..your depth of view can be off 5 feet and he will have a concussions and maybe some damage but not be killed and if not killed you cant see any effect. HE may need an audit and proably could be better, but it isnt as bad as you think.
It's more like non bomb or grenade HE doesn't work, for those it works fine. But tanks, AAA and such yeah you pretty much have to hit to kill. But to be honest you are far more likely to die outside the city to the guy you never see. With all the bushes now, there's always one sapper burried in the bush that will pop out and get you as you go past, HE doesn't help here as you can't HE every bush.
Where it really does hurt is in the city. The guy you just saw looking out the window and now behind the wall......You can't HE the wall and kill him, and you can't shoot HE through the window onto the back wall (just ~8 feet away from him) and kill him that way either. So the asault aspect of the tank, clearing building after building for your fellow troops is not really represented as you've noticed. If you think it's tough for tanks, try ATGs desperate to hit a running inf to save themselves (no MGs for ATGs) hehe.
As to why, probably due to the fact with fixed spawn points with defender buildings it's a camping issue. Setting up a tank or worse AAA shooting into the spawn building would be horrible. Ideal solution nope (better spawning would be better), but it's been around from the start as coding spawning methods is one of the toughest things. Also maybe some preformance issue tracing all the shrapnel for HE shots.
T.
I thought they gonna use Scottsman's stat-HE data for HE shells. Bombs and hand grenades use stat, right?
With guns though it's better now as you have to kill one guy to score the kill, before they were able to despawn.
And speaking about spawn buildings, they should plug the windows. So campers come down and defend CPs and tanks stop humping around sniping riflemen through the windows.
For one brief shining moment a couple of years ago, WW2OL trialled stat HE for all shells 20mm and over in beta, It actually worked extremely well ... the larger the calibre, the larger the kill radius, and standing within about 10 -15 feet of an exploding 88mm HE shell was hazardous to your health.
But for some reason it was never implemented in the main game.
Well it's better for the guy who worries about stats, they no longer lose the kill. No help for the gun though. Now not only do people teleport in from 360 degrees on the battlefield (mobile spawns), but with the tons of cover even with defenders it's easy for someone to get the one shot needed to kill you. Add that to the global problem of cover blocking your view more than the enemies (a total killer for ATG/AAs) so you can't actually setup IN cover and the sharp banks and gullies around tree patches blocking your ATG/AA. The banks are also at a perfect height where you can't shoot over it (88 is ok) but leaves you open for incoming. Then with the tons of cover (it is the Vietnam jungle after all and not France ) your FOV is 100m anyway at the ATG view height. So it's no suprise the main ground enemy for tanks is the fairy sapper and his sachel of love and not the ATG. Seeing the waves of sappers spawning in and running out of the city into the bush when the AO went off was probably the last straw for me. I loved the ATG as it's so rare in WWII FPSers, I get my rifle and inf WWII combat fix from Red Orchestra (iron sites only, pretty good).
Can't plug the windows, that would make depot camping even easier, just cover the two doors and no risk from nades or being shot from the windows. I hear ya about the people sticking around and just sniping from the depot, but there's no ideal solution with fixed spawn points right beside the cap points.
T.
A bit better with sappers. only 50 per brigade. I would say much better as i was sapped only once in 3 days, before it was like 3-4 times per day when there were 150 of them.
ATGs are still very hard. He111 drops a load and gets like 15-20 kills, i was killed like from 200m once. Which i guess statistically probable. 4 welltrained mortars with a truck can keep AB covered, insta death for ATGs and AAAs. They did good with depot spawning at least less camping. And they doubled the number of them.
Bushes kind of annoying, i agree, but otherwise, they will have to model RL weather and atmospheric conditions. Like in RL there is always something blocking your line of sight, barns, trees etc, unless you are on the hill. Bushes are generic, too many of them, but they are there for infantry, otherwise it's too easy to spot them in the fields with no grass. Moling was always a problem, some people get sadistic pleasure in it, cap something, hide, go have a smoke, come back, cap something again. LOL.
Nice to hear about the sappers, had gotten a little crazy at one time.
Yeah ATGs and the AB has aways been an issue but at least a real one (bomb in the AB would be devastating in RL), why it was so important to get them out early. Didn't bother me as if the enemy got the coordination to call in air (or mortars) to shut the AB down for ATG etc. good for them. What got me is even with them out early, it's hard (with all the bushes and LOS) to get any trucks and any truck spawns an infinate army from anywhere (not RL). So you miss one truck and you've got inf running everywhere which means your 10 min push is wasted cuz you're going to die. If there was an FB to MS range limit to keep them on the enemy side of the city, it would help ATGs hugely. It's why you see ATG usefulness spike in river battles, fewer rear spawning inf. So defensive ATGs die out, the last use I got out of them was offense guarding the MS and usually covering an AB exit. Not the gameplay I wanted
I understand why the bushes and banks were put in for the inf, but for my gaming preferences the inf game never really did it for me due to the animation, lag and the fact most other FPSers have an inf game. Large scale and large numbers are great of course, but with the 300m from MS to city not hugely different than something like Red Orchestra. So for me it was Tanks, ATGs, AAA, air that made the game unique.
Glad to see it hanging around and always keen on news of the engine overhaul they are working on.
T.
For one brief shining moment a couple of years ago, WW2OL trialled stat HE for all shells 20mm and over in beta, It actually worked extremely well ... the larger the calibre, the larger the kill radius, and standing within about 10 -15 feet of an exploding 88mm HE shell was hazardous to your health.
But for some reason it was never implemented in the main game.
I believe it put too much strain on the server. I remember hearing horror stories about what happened with a Stug fired its HE.
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Does HE round have to be STO to use stat? Bombs and grenades are STOs AFAIK.
Come to think of it, not sure why stat HE should hurt the central server. All kill calculations are done on the host PC with the central servers just routing information (and now keeping hulk/dead body positions etc.) . Which is why you can get things like the dual kill and what you see is not what you get with bombs etc. So if you're firing off HE, it's your PC that does the stat HE calculations and just sends the kill information over. As shrapnel is not drawn shouldn't be any extra work for the central server as far as I understand it.
T.
I asked the question on the official forums.
HE doesnt have to be STO to be stat. It's in the works (TM).
Bombs, hand grenades and mortar shells are STOs, which means that server sends exact information to every client on where the round is at any given time. Which allows mortar fire to be directed by other people and infantry to run away from hand grenades.