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View Poll Results: How Much Splash Damage should AtG AT Missiles Have vs Armoured Vehicles? | |||
Little to None, as per the v1.0 Open Beta | 32 | 21.05% | |
~25% so it takes 4 near misses to kill a Tank (less vs APCs) | 39 | 25.66% | |
~50% so that it 2 near misses to kill a Tank (less vs APCs) | 39 | 25.66% | |
~75% so it takes 1.5 near misses to kill a Tank (~1 near miss to kill an APC) | 21 | 13.82% | |
100% so a near miss will kill any vehicle within a 5m (possibly smaller) radius | 14 | 9.21% | |
A Near Miss should kill any Vehicle within a 10m radius like in v0.98 | 7 | 4.61% | |
Voters: 152. You may not vote on this poll |
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Thread Tools | Display Modes |
2013-12-01, 13:16 | #51 |
Retired Moderator
Join Date: Oct 2006
Posts: 6,072
Europe
Location: London upon Europe
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Re: AtG AT Missile Splash Damage
Still experiencing a poor success rate with the SU-22's ATGMs on both heavily and lightly armoured targets.
...mongol... |
Military lawyers engaged in fierce legal action. |
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2013-12-11, 12:44 | #52 |
Banned
Join Date: Feb 2012
Posts: 1,135
Finland
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Re: AtG AT Missile Splash Damage
*looking back at 0.98 with a longing gaze*
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2013-12-22, 19:05 | #53 |
Join Date: Mar 2007
Posts: 138
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Re: AtG AT Missile Splash Damage
maybe a little less effective overall with a "good" laze on heavier armor, but the real problem is with lighter skinned, smaller vehicles. if the laze sticks off the side, ground spotter often has no real way to identify the issue, so sending even two atgm will get it smoking at best. i'm referring specifically to maverick agm-65 type, such as issued on the su-22.
good example would be trying a diving run on an avenger. "good" laze can be several meters off target, uncontrollable from the pilot's perspective, leaving the crewman happily safe inside with a clear shot directly into the belly of the outbound, or the tail and a stack of flares in the worst case. same scenario from ww2 era strafing runs, and the disconnect run out with every AAA in range staring at the underside. that of course defeats the intention of agm's altogether... with commander lazes apparently being removed in the future, i think that it's necessary to increase the damaging radius if the devs decide not to (or cannot) implement a good solution. at least do this for fast movers, as heli gunners have the far more effective manual option. larger classes of heavier armor do tend to cook off in 2 shots on a crooked laze, obviously due to their larger hitboxes, but they are still marginally safer from agm runs contrasted with .98 |
2013-12-28, 20:52 | #54 |
Join Date: Sep 2011
Posts: 254
Russian Federation
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Re: AtG AT Missile Splash Damage
off-topic: have anyone had the issue with cobra when 1 actual click releases 4-8 missiles at the same time? really helps to kill anything with one run but quite annoying to reload every time.
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2014-01-26, 01:44 | #55 |
Join Date: Jul 2008
Posts: 1,181
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Re: AtG AT Missile Splash Damage
I did some gunning yesterday, and we found the LT mode useless even with properly stuck lazes.
A moving vehicle was impervious to the missiles, with all of them near misses, and on a number of occasions, stationary vehicles with good lazes weren't destroyed. We were piloting the havoc, so I was dropping about 5 missiles per LT run in the hope of having an effect, but that wasn't creating the desired effect either. I also discovered that far less of the PR community knows how to laze than used to. 9/10 of our "good lase, cas come" targets had some muppet sitting there holding left mouse on his GLTDs, with me and the pilot forced to watch the lases fly back and forth. I'm just going to give LT a miss from now on. People can laze if they like, I'll just use it as a target indication. |
2014-01-26, 01:46 | #56 |
Join Date: Jul 2008
Posts: 1,181
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Re: AtG AT Missile Splash Damage
Le double post.
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Tags |
atg, damage, missile, splash |
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