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The Competition & Teaser Thread
02-28-2014, 10:15 AM,
RE: The Competition & Teaser Thread
(02-28-2014, 10:13 AM)tazaaron Wrote: What day is it today

D-Day -1 Big Grin2
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02-28-2014, 10:16 AM,
RE: The Competition & Teaser Thread
Keep thinking theres something im suppose to do tomorrow and cant remember what it was no how
Rangers Lead the Way
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02-28-2014, 10:37 AM,
RE: The Competition & Teaser Thread
Tomorrow would be a really good day for you to take it easy, kick back, and take a break from the Blitz.

Nothing will be going on over here! Rolling Eyes
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02-28-2014, 10:56 AM,
RE: The Competition & Teaser Thread
What is today but yesterday's tomorrow Jester
"Ideals are peaceful. History is violent."
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02-28-2014, 11:53 AM, (This post was last modified: 02-28-2014, 12:00 PM by Wodin.)
RE: The Competition & Teaser Thread
Richie it works and you wont cause any damage at max range..maybe a bit of fatigue or something if you have alot of shooting going in.

Also remember a platoon has LMG usually and maybe a coiuple of soldiers with telescopic sites.

(02-28-2014, 05:30 AM)Richie61 Wrote:
(02-28-2014, 04:29 AM)Strela Wrote: Guys,

It may shock you but the average infantry platoon can shoot three to four hexes. That's out to 1,000 meters. Keep in mind that there is pretty serious range attenuation and most (effective) shots will be one to two hexes away maximum. These rifle platoons have LMG's etc included in their inventory which is a factor in the range. SMG units usually have a two hex range and pure MG units four to six dependent on the equipment. It becomes pot shots beyond two hexes for anything other than an MG and half the time you don't want to reveal your position until you can see the whites of their eyes...

David

Really? I can see the MG's and rifles with glass, but iron sights 1000m?


MP40
Effective firing range 70m to 100m, but some say 250m.

PPSh-41
Effective firing range 150m to 250 m (820 ft).

Stg44
Effective firing range 300 m (automatic) and 600 m (semi-automatic).

Mosin–Nagant
Effective firing range 500 m (550 yards) and 800+ m (731+ yards) with telescopic sight.

SVT-40
Effective firing range 800 metres (870 yd) and 1,000 metres (1,100 yd)+ with telescopic sight.

Sokolov Pulemyot Maxima
Effective range 1000m (1100 yds).

Karabiner 98k
Effective firing range 500 m (550 yd) with iron sights and 1,000 m (1,090 yd) with telescopic sight.

MG 42
Effective firing range 1000 m (1093.6 yds).

I had the privilege to play the Beta today..this is the best JT series yet. This for me is the best game I've played of his yet.

Not only visually is it so much better but also gameplay wise it feels good to play.
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02-28-2014, 12:52 PM,
RE: The Competition & Teaser Thread
Jason,
That sounds cool. Big Grin

It's just that I shoot both my 1939 K98 and 1943 Mosin Nagant at my local range (300 yds/ 900 ft/ 275 m) and I am a really good shot, but without good glass on the tube it's tough to hit anything.

[Image: K98andMosin_zps34878d5d.jpg]
"Ideals are peaceful. History is violent."
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02-28-2014, 12:57 PM, (This post was last modified: 02-28-2014, 01:07 PM by Aaron.)
RE: The Competition & Teaser Thread
(02-28-2014, 12:52 PM)Richie61 Wrote: Jason,
That sounds cool. Big Grin

It's just that I shoot both my 1939 K98 and 1943 Mosin Nagant at my local range (300 yds/ 900 ft/ 275 m) and I am a really good shot, but without good glass on the tube it's tough to hit anything.

[Image: K98andMosin_zps34878d5d.jpg]

The range effect modifier effects every hex, so if shooting at a range of 8 hexs every hex past 1 is harder and harder to get a result so a SA of 100 at 1 hex range for a unit could after the range modifier is applied for 8 hexs could only be a SA 24 for example. Wont get to many results, more of a lucky shot and take into account most units have more than 1 kind of weapon so theres less weapons that can be effective at the longer ranges.

Aaron

example... 1.2 range mod

1 hex...SA 100
2 83 SA
3 69 SA
4 57 SA
5 48 SA
6 40 SA

Now this is just an EXAMPLE, dont take this as whats set up in Kursk
Rangers Lead the Way
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02-28-2014, 01:35 PM,
RE: The Competition & Teaser Thread
(02-28-2014, 12:57 PM)tazaaron Wrote: The range effect modifier effects every hex, so if shooting at a range of 8 hexs every hex past 1 is harder and harder to get a result so a SA of 100 at 1 hex range for a unit could after the range modifier is applied for 8 hexs could only be a SA 24 for example. Wont get to many results, more of a lucky shot and take into account most units have more than 1 kind of weapon so theres less weapons that can be effective at the longer ranges.

Aaron

example... 1.2 range mod

1 hex...SA 100
2 83 SA
3 69 SA
4 57 SA
5 48 SA
6 40 SA

Now this is just an EXAMPLE, dont take this as whats set up in Kursk

What is SA? Small Arms?

Also. What is the 1.2? Some type of multiplier in the calculations?
"Ideals are peaceful. History is violent."
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02-28-2014, 01:41 PM,
RE: The Competition & Teaser Thread
SA. Soft attack value

1.2 is a modifier in the .pdt file under range modifier. You can see it in your pdt files in PzC and MC and yes it is used to do calculations when firing multiple hexs
Rangers Lead the Way
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02-28-2014, 02:15 PM,
RE: The Competition & Teaser Thread
(02-28-2014, 10:56 AM)Richie61 Wrote: What is today but yesterday's tomorrow Jester


Or tomorrow's yesterday. Big Grin2
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