![]() Install: download NDF_win.dat file, paste it to "Wargame Red Dragon\Data\WARGAME\PC\510117427"Īble to use more diverse and unique units in 2nd korean war campaign. Even with infantry-carried laser designators, a soldier has to keep the "beam" focused on the target for the duration of the missile's flight-time.īut, in Wargame, to-hit chances have nothing to do with a tank's modernity.And enemy will try to kill you with Yugo’s NEWA, mig-25pd, B-5, M-91a VIHOR, more T-90, other Eastern block volunteer force and more powerful Soviet and China Battlegroups! Now, an ATGM makes a new check every few seconds, to better represent the fact that many (especially older) ATGMs required constant user input to make sure it hit the target (wire-guided missiles, for example, literally had a soldier guiding the missile to his target using a control stick). Before hand, if an ATGM had a 40% chance to hit, the "dice roll" would be a single check to see if that fell within the 40% range. Again, that's because of the ATGM changes that came recently (DLC3, or after that). It seemed to me that it was still like this now, to some lesser degree, at least to the extent that the accuracy stat doesn't correspond to the % in the actual game. But everybody else in the forum was saying there is no cheat in Wargame. All my team left because they were thinking the other team was cheating. Originally posted by ArkAngel67:I remember a game last year when my team was shooting a bunch of ATGMs at high level Blufor tanks and all missiles were flying away. The "Year of Introduction" date of a tank target has ZERO relevance on its chance of being hit. ![]() Slower ATGMS with lower base to-hit percentages have a higher chance of failing now, since a missile with a 40% chance to hit its target can more easily fail at least one of several percentage rolls to hit, as apposed to a faster ATGM with, say, a 70% chance to hit. The ONLY difference in terms of ATGM to-hit chances was the patch that changed the to-hit "dice rolls" to make several to-hit checks over the course of a missile's flight. ![]() There is no game mechanic that gives modern tanks an "ECM" value or anything similar (as has already been proven by modders who dissected the games data files). Against a Leopard 1 or a M60, you will get a much more positive result. ![]() Most of them, if not all of them, will fly away as they approach the tank even if the tank is in plain sight. It is not because there is no stats that there is no countermeasure, even though these countermeasures may not have a real counter part.įor example, try to shoot a few ATGMs at a swedish STRV102. The BMPT/BMP-3 1900 mm gun only has ATGMs and HE shells, there is no HEAT round for the gun in reality, so there is none in the game.Īs for the accuracy of ATGMs, If a guided ATGM loses sight of its target it will lose tracking, so smoke, cover or stunning/killing the launch unit, whle reduced morale will reduce accuracy despite the missile aplready being in flight. Just one of those stupid things Game Devs do I guess. The BMPT should also have HEAT seeing that it doesnt have any anti-armor weapons at all. If thats the case then they should have added it for the BMP-3/BMPT instead of only giving the BMP-3 ATGM's becasue personally I find missles to be unreliable and completly ineffective. or am I wrong? I've read that HEAT shells dont need high velocity to be effective againt armor. Cant it just use HEAT? heat rounds would not need high velocity. Originally posted by 5StarsRating:Hmm yes I figured the velocity of the main gun would have something to do with it.
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