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KV-2 projectile changes in DBP

12 Jan 2018, 17:59 PM
#1
avatar of MrSnoRR

Posts: 34

Hey guys!

Can anyone tell me more about what exactly changed with the KV-2 and whether it's for better or worse that its projectile trajectory was changed? Katitof and P2A3W4E5 complained about it in bug reporting post. I haven't been able to try it myself, since I am on the road.

Here the quote from Mr.Smith:
"There was a general rework on projectiles. The intention is that KV2 should have the same projectile trajectory as the Brummbar, which is a reliable trajectory. Previously KV2 would completely miss targets when firing from higher elevation.
We'll investigate the issue; thanks."

https://community.companyofheroes.com/discussion/244443/dbp-bug-reporting/p4

Thanks!
22 Oct 2019, 21:40 PM
#2
avatar of MrSnoRR

Posts: 34

Bump! Anyone have new information on this issue?
22 Oct 2019, 22:03 PM
#3
avatar of aerafield

Posts: 1922

Not sure about DBP but he KV2 projectile speed got buffed hard in the mobile mode compared to the older version.. this makes the unit way better vs everything and especially vehicles.

In Siege mode however it remained the same slow-ass projectile speed with howitzer behavior

I mean, convince yourself: https://youtu.be/PEFCXazxvP8?t=348
22 Oct 2019, 22:14 PM
#4
avatar of Katitof

Posts: 13678 | Subs: 7

KV-2 in tank mode shoots as regular tank now, no more useless slow-motion lob that never hits anything.

Its solid, reliable tank now.
22 Oct 2019, 22:53 PM
#5
avatar of MrSnoRR

Posts: 34

Thanks for your replies!

Was the direct fire mode changed "recently" during the Urban Defense commander revamp?
I just found that direct fire no longer collides with terrain and has more reliable, but less wipey AoE, but nothing about speed or trajectory.
22 Oct 2019, 23:49 PM
#6
avatar of Vipper

Posts: 6275 | Subs: 1

152mm non-sieged bypasses terrain.
-152mm non-sieged angle scatter from 7.5 to 5
23 Oct 2019, 00:00 AM
#7
avatar of MrSnoRR

Posts: 34

jump backJump back to quoted post22 Oct 2019, 23:49 PMVipper
152mm non-sieged bypasses terrain.
-152mm non-sieged angle scatter from 7.5 to 5


Thanks Vipper!
So that angle scatter change is what makes it behave like normal tank rounds, besides the not colliding with terrain anymore?
23 Oct 2019, 08:23 AM
#8
avatar of Vipper

Posts: 6275 | Subs: 1

jump backJump back to quoted post23 Oct 2019, 00:00 AMMrSnoRR


Thanks Vipper!
So that angle scatter change is what makes it behave like normal tank rounds, besides the not colliding with terrain anymore?

Generally speaking each weapon has type, all tanks use the ballistic type. I do not know if KV-2 was using another type and it was changed.

Scatter angle simply made miss less to left or right.
23 Oct 2019, 08:28 AM
#9
avatar of Katitof

Posts: 13678 | Subs: 7

jump backJump back to quoted post23 Oct 2019, 08:23 AMVipper

Generally speaking each weapon has type, all tanks use the ballistic type. I do not know if KV-2 was using another type and it was changed.

Scatter angle simply made miss less to left or right.


If it can scatter, its ballistic.
There are 2 main types of ballistic shots, flat trajectory aka tanks and "lob" aka everything that's indirect and AI howitzer vehicles(brumm, stug-e, dozer etc). No idea where this is being set, but its not separate type.
23 Oct 2019, 09:11 AM
#10
avatar of Vipper

Posts: 6275 | Subs: 1

jump backJump back to quoted post23 Oct 2019, 08:28 AMKatitof


If it can scatter, its ballistic.
There are 2 main types of ballistic shots, flat trajectory aka tanks and "lob" aka everything that's indirect and AI howitzer vehicles(brumm, stug-e, dozer etc). No idea where this is being set, but its not separate type.

Thank you for trying to correct me once more while being completely wrong, not all main guns use ballistic:
Stug-E use big_explosion not ballistic
Brummbar use big_explosion not ballistic

Sherman 105 uses ballistic.

You are also wrong not all weapon that can scatter are ballistic. Big explosion weapons can scatter too.

23 Oct 2019, 10:32 AM
#11
avatar of Katitof

Posts: 13678 | Subs: 7

jump backJump back to quoted post23 Oct 2019, 09:11 AMVipper

Thank you for trying to correct me once more while being completely wrong, not all main guns use ballistic:
Stug-E use big_explosion not ballistic
Brummbar use big_explosion not ballistic

Sherman 105 uses ballistic.

You are also wrong not all weapon that can scatter are ballistic. Big explosion weapons can scatter too.


Its just a tag to help tell "artillery" from "tank shells" in the files.
Mechanically, they are identical. They simply have different value for projectile velocity and "arc" of fire.

Glad you're as on point in regards to arguing semantics as ever.
23 Oct 2019, 10:37 AM
#12
avatar of Vipper

Posts: 6275 | Subs: 1

jump backJump back to quoted post23 Oct 2019, 10:32 AMKatitof

Its just a tag to help tell "artillery" from "tank shells" in the files.
Mechanically, they are identical. They simply have different value for projectile velocity and "arc" of fire.

Glad you're as on point in regards to arguing semantics as ever.

No you are simply wrong again, the mechanics are totally different:
Ballistic weapons uses accuracy, big_explosions do not
Ballistic weapons can collide, big explosions do not

Funny how you try to present core mechanics difference a "semantics", instead of accepting that once more you where simply wrong. What is even funnier is that it you who actually start "semantics" debate when ever you proven wrong, hoping that your mistake will go unnoticed and the debate will disintegrate.
23 Oct 2019, 21:13 PM
#13
avatar of thedarkarmadillo

Posts: 3154 | Subs: 1

can you 2 just bang and get it over with?
23 Oct 2019, 23:10 PM
#14
avatar of Vipper

Posts: 6275 | Subs: 1

can you 2 just bang and get it over with?
I am simply clarifying basic mechanism of the game at OP's request.
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