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Attn patch builder(s) - a few glitches and bugs to report
03-03-2011, 10:11 PM, (This post was last modified: 03-03-2011, 10:15 PM by Crossroads.)
#6
RE: Attn patch builder(s) - a few glitches and bugs to report
(03-03-2011, 09:49 PM)John Given Wrote: Jason, thank you so much for the info! I can smile again.

Quote:The disable chance was reduced to 4% with the 1.04 UPDATE.

While the percentage chance may not be reduced, the type of tube that will cause the damage may be altered.

Ah, this is interesting. Sounds like you're implying that only large-caliber artillery should have a chance of disabling armor. Nice! I would consider this an acceptable fix to the excessive 5% (now 4%) disable, especially since light armor seems especially vulnerable to artillery as it is.

Again, thanks for the heads-up. cheers

It depends how you look at this, I suppose.

If we take a view where a "disable" is a capability for causing mechanical damage, the caliber is obviously a factor here.

If we instead take a view that a "disable" is a capability for causing the tank to be unable to continue for the duration of the battle, I suppose any caliber weapon, direct or in-direct, should be able to cause a disable, in killing or wounding a tank crewman.

Keep in mind, when commanding a battalion, regiment, or division, as you do in this game, you can give a general order that all tanks should only drive buttoned up (this term always confuses me. Is it buttoned up or down?), you can count on the fact that some tank commanders choose to lead with keeping their upper body out of the tank, for better visibility.

For this reason, I do not necessarily agree on this caliber adjustment. I could instead suggest we give the same 4% chance for a MG or any infantry unit for disabling a tank, if the player would opt for firing at them when outside the hard range but withing the soft range. :chin: Happened a lot, you know.
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RE: Attn patch builder(s) - a few glitches and bugs to report - by Crossroads - 03-03-2011, 10:11 PM

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