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Viewing 15 posts - 511 through 525 (of 2,674 total)
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  • in reply to: Screenshotovi #20470

    B051LjKo
    Participant
    in reply to: Tips, leeks & trla baba lan info #20144

    B051LjKo
    Participant

    Fakat će trebat za ove hjuđ platune

    in reply to: Tips, leeks & trla baba lan info #20142

    B051LjKo
    Participant

    Dakky digni 203 cevku na busu…

    in reply to: Tips, leeks & trla baba lan info #20138

    B051LjKo
    Participant

    Nu? Dojmovi?

    in reply to: Screenshotovi #20467

    B051LjKo
    Participant

    uuu, IDEŠ, Dakkiz heroaz!

    in reply to: Tips, leeks & trla baba lan info #20137

    B051LjKo
    Participant

    Pa nije lood exchangat gold za pare… to nema ama baš nikakvog smisla…

    in reply to: Tips, leeks & trla baba lan info #20133

    B051LjKo
    Participant

    Nadam se da će to malo drugačije regulirati… Jer dva tigra, dva T-29 i jedan IS NE VRIJEDE kao 4 IS-7.ice

    in reply to: New Patch #20750

    B051LjKo
    Participant

    Stiže i novi sustav trackanja, iako nije baš jasno jel to od ovog peča, ili od sljedećeg… Ukratko…

    We are going to redesign track damage and detracking system.

    It is going to work this way:

    So as not to redo collision models of all tanks, the size of front and rear trucks/wheels for each particular vehicle will be specified in %.

    I.e. suspenison/tracks will consist of 3 major parts:

    – front (approx 15-20% of its length)

    – middle

    – rear (approx 15-20%)

    Hits for each part are to be calculated separately:

    Hitting the front and rear parts will detrack the vehicle the way it works currently, ie the damage done to leading wheel or idler.

    The middle part will have more hit points and reduced chance to be damaged.

    The above is supposed to reduce the effectiveness of plain firing at tracks. One will need to aim accurately to detrack the opponent (damage either front or rear wheel/truck)

    The image below roughly represents new system.

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    in reply to: New Patch #20749

    B051LjKo
    Participant

    Fully upgraded T-54 VS Panther II Tiger VS M26 Pershing

    ENDURANCE

    Hit Points: 1650 VS 1800 VS 1750

    Hull Armor: 120/80/45 VS 100/60/40 VS 102/76/51

    Turret Armor: 200/160/45 VS 150/60/60 VS 114/76/76

    In the choice between more HP or more armor, the Pershing loses. Personally I’d go with more armor, and the modern design and low profile of the T-54. The Panther II is a large target with weak sides, and I believe it is likely to lose the HP advantage with a lower-tier enemy vehicle’s shell or two.

    MOBILITY

    Weight 34.74 VS 48.9 VS 43.10 tons

    Power: 680 VS 980 VS 790 horsepower

    Power/weight ratio: 19.57 VS 20.04 VS 18.33 hp/t

    Top speed: 56 VS 55 VS 48 km/h

    Traverse speed 48 VS 30 VS 40 deg/sec

    Once again the Pershing is outperformed. The Panther II might have a slightly better acceleration due to the power/weight ratio, but it’s going to lose much of that speed whenever cornering, given the low traverse speed.

    T-54 is the obvious winner.

    TARGET ACQUISITION

    View range: 430 VS 460 VS 480 m

    Signal range: 830 VS 810 VS 850 m

    Finally the Pershing can claim a record, and the T-54 finds itself at a disadvantage… or is it? Can the T-54’s awesome mobility compensate for the shorter view range? We’ll see.

    FIREPOWER

    Tier: IX VS IX VS IX

    Damage: 225-375 VS 293-488 VS 293-488

    Penetration: 164-274 VS 165-275 VS 164-273 mm

    Rate of fire: 9.00 VS 7 VS 7.79 rounds/minute

    Average damage per second: 45 VS 45.5 VS 50.63

    Accuracy at 100m: 0.34 VS 0.3 VS 0.36

    Aiming time: 2.5 VS 2 VS 2 seconds

    Turret traverse: 51 VS 35 VS 45 deg/sec

    No love for the Pershing yet once again, with the worst accuracy. The Panther II carries a very precise gun on a slow turret, with pretty much the same DPS as the T-54.

    in reply to: New Patch #20748

    B051LjKo
    Participant

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    in reply to: Tips, leeks & trla baba lan info #20128

    B051LjKo
    Participant

    Rebalanced parametres of all SPGs:

    – Hull traverse decreased by 1-3 degrees per second.

    – Aiming time increased by 1-3 seconds.

    – Shell dispersion increased by 2-10%.

    – Horizontal cannon movement affects aiming circle twice as much as before at average.

    – HE splash is reduced by 6-8%.

    in reply to: Dakky – Probem und Solution #20747

    B051LjKo
    Participant

    , jer nema mi veceg gusta od zaleta u protivnicku bazu i detektiranja skrivenog artya ili zabijanja u dolazeceg skauta…

    O ima, rekao bih da ti je blokiranje mosta zabavnije! :smt024

    in reply to: Dakky – Probem und Solution #20743

    B051LjKo
    Participant

    Evo još jednog rješenja koje bi misiju blokiranja mostova učinilo još lahkšom…

    in reply to: Tips, leeks & trla baba lan info #20125

    B051LjKo
    Participant
    in reply to: Tips, leeks & trla baba lan info #20124

    B051LjKo
    Participant
Viewing 15 posts - 511 through 525 (of 2,674 total)