Deployed MG Accuracy On Floors |
More accurate on Hard Floor - Pavement, Stone, Brick etc |
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28% |
[ 2 ] |
More Accurate of Soft Floor - Grass, Crops, Dirt etc |
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0% |
[ 0 ] |
Good question I have no clue - but do know that accuracy all depends on skill of MG team and if they are supressed, in great cover, uninjured, level of building etc.. |
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42% |
[ 3 ] |
Floor type isn't a factor. CC can't do that! |
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28% |
[ 2 ] |
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Total Votes : 7 |
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vobbnobb
Rep: 73 votes: 6
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Posted: Tue May 06, 2014 6:12 pm Post subject: Poll: Deployed MG Accuracy On Floors |
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Deployed MG Accuracy Poll - Machine Gun Teams .50cal, .30cal, and MG-42 and possibly B.A.R. ? ...
Are more accurate one what flooring surface? |
My WW2 CC Series TimeLine
http://tinyurl.com/n2vrec5
Last edited by vobbnobb on Tue May 06, 2014 6:35 pm; edited 2 times in total |
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Pzt_Kanov
Rep: 14.2 votes: 9
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Posted: Tue May 06, 2014 6:30 pm Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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Normally "hard floor" surfaces, have minimal cover/hindrance/concealment values which affects positively the effectiveness of weapons. e.g. it is easier to kill a soldier lying on the street than lying on tall grass. |
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Cathartes
Rep: 101.3 votes: 15
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Posted: Tue May 06, 2014 10:05 pm Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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in PitF, floors provide greater concealment and protection than grass fields, dirt, roads, and the like. All building floors are identical in the amount of concealment and protection they provide; however, dirt floors, rubble floors, and bunker floors do vary. Terrain does not affect the accuracy of weapons at all, just the ability of troops to target and kill the unit they are shooting at. |
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Dima
Rep: 87.3 votes: 16
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Posted: Tue May 06, 2014 10:29 pm Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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In CC it doesnt matter |
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vobbnobb
Rep: 73 votes: 6
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Posted: Tue May 06, 2014 11:09 pm Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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Why do you suppose PTIF decided to label building floors as a specific material?
Walls I understand but must be a reason for the floors, got me thinking about tripod and bipod slip.
I have found that when throwing grenades wood, stone floors were the worst for rubble
brick didn't cause any rubble neither did grass or dirt.
So are brick and dirt floored buildings the best for incoming shells?
As far as tanks being more accurate on roads or grass as recoil dampening, I doubt this plays into CC.. I noticed tigers can't aim well sideways.
Also mortars do have problems firing under trees from what I read somewhere. I tried to fire mortars on paved roads instead of soft crumbly plowed crops and did notice a little more accurate but then again maybe no code for it. |
My WW2 CC Series TimeLine
http://tinyurl.com/n2vrec5 |
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Wed May 07, 2014 12:05 am Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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I'm going with the theory that they codded the floors just so the game wouldn't have a lapse in info when the player is right click to find Terrain/Information.
Dude I love reading your threads but you are believing the game is something more than what it is.
You should definitely be a Beta tester. |
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vobbnobb
Rep: 73 votes: 6
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Posted: Wed May 07, 2014 12:30 am Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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Well I always try to find better/more enjoyable ways to play And maybe even a rare strategy easter egg or two |
My WW2 CC Series TimeLine
http://tinyurl.com/n2vrec5 |
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southern_land
Rep: 155.2 votes: 14
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Posted: Wed May 07, 2014 4:42 am Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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vobbnobb wrote (View Post):
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Why do you suppose PTIF decided to label building floors as a specific material?
Walls I understand but must be a reason for the floors, got me thinking about tripod and bipod slip.
I have found that when throwing grenades wood, stone floors were the worst for rubble
brick didn't cause any rubble neither did grass or dirt.
So are brick and dirt floored buildings the best for incoming shells?
As far as tanks being more accurate on roads or grass as recoil dampening, I doubt this plays into CC.. I noticed tigers can't aim well sideways.
Also mortars do have problems firing under trees from what I read somewhere. I tried to fire mortars on paved roads instead of soft crumbly plowed crops and did notice a little more accurate but then again maybe no code for it.
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floors have been different materials since CC3 at least...
the funniest thing (as a map maker) is to make a wooden floor and code it as stone floor and laugh like a maniac when the Anal retentives spaz out. |
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DoktorPaj
Rep: 28.4
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Posted: Wed May 07, 2014 9:20 am Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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Speaking of rare strategies, after I downloaded and started messing with Karelia 2 (Great mod) I have now added messengers to the Finnish forces which I use to communicate between platoons that are separated, meaning I play myself as the company command squad and troops close to it, while I keep a small team (2-4) men near the HQ and order them to run/move/sneak to another command squad further away when attacking/falling back and let the other platoon stay put until the runners arrive.
It sure makes it harder to cooperate the battles when I have to wait for the runners to arrive, but it makes it much funnier too I think. Especially since it gives the AI the upper hand. |
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Pzt_Kanov
Rep: 14.2 votes: 9
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Posted: Wed May 07, 2014 3:33 pm Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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southern_land wrote (View Post):
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...
the funniest thing (as a map maker) is to make a wooden floor and code it as stone floor and laugh like a maniac when the Anal retentives spaz out.
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Damn you and your twisted mind! |
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Pzt_Kanov
Rep: 14.2 votes: 9
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Posted: Wed May 07, 2014 3:38 pm Post subject: Re: Poll: Deployed MG Accuracy On Floors |
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DoktorPaj wrote (View Post):
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Speaking of rare strategies, after I downloaded and started messing with Karelia 2 (Great mod) I have now added messengers to the Finnish forces which I use to communicate between platoons that are separated, meaning I play myself as the company command squad and troops close to it, while I keep a small team (2-4) men near the HQ and order them to run/move/sneak to another command squad further away when attacking/falling back and let the other platoon stay put until the runners arrive.
It sure makes it harder to cooperate the battles when I have to wait for the runners to arrive, but it makes it much funnier too I think. Especially since it gives the AI the upper hand.
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haha that sure sounds good! implementing a house rule for C2 in CC is as hardcore as you can get. The farther I've gone is to issue orders only to units inside the platoon commander radius, this involves renaming all teams in the BG to know which ones are from which platoon. |
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