At the beginning of the battle, there should be 2 options: Currently, if you shoot APFSDS then you need HEAT-FS, the next shell is “magically” HEAT-FS. For example, say (~12 rounds right?) in the Leopard 2A4 should be what’s in there, not what you need. > Currently, first ammo storage is whatever round you magically need, currently what shells are actually in the ammo storage or autoloader doesn’t matter. As the battle progresses, the loader gets tired as well from just reloading in general, so that 3 seconds while stationary might become 5-6 seconds after 3-4 rounds, or later in a battle, that 3 seconds might be 4 seconds from just general fatigue. They should be able to fire really quickly, like as mentioned a Panther can do 3 seconds, but after ~3 rounds or so, the rate of fire decreases as the loader gets tired. > Human loaders cannot sustain rates of fire this fast, and get tired. Not by a massive amount, but a less experienced crew member should be slightly slower at reloading the gun, making the original loader more valuable to not-die. > When the loader is killed, and replaced by a non-loader crew member, there really isn’t that noticeable difference between reloads. However, an Abrams when stationary can reload in just a couple seconds as well, while a T-64/80 can only, at max, reload in 6.0 seconds, but the T-64/80 will reload in 6.0 seconds whether going 0km/h or 50km/h on rough terrain, while imagine trying to load an Abrams going 50km/h on rough terrain. > Autoloader are not effected by movement, so it would be a realistic buff to them. (Another example, the T-62 can have a 6-8rpm rate of fire when stationary, but when moving, 4rpm is more accurate). ![]() But when a tank is moving, the reload is increased. For example, with the best crew possible, the Panther should be able to reload in 3.0 seconds. > Tanks, with human loaders, have a faster rate of fire when stationary. Because there are multiple aspects that effect reload, but represented in game. Originally posted by Intrspace:Pretty much every gun in the game has an unrealistic reload rate.I think there should eventually be an all-round reload update, effecting ammo storage, reload, and more. The VFW's ammo storage looks so inconvenient to get to.ĭid the Germans give VFW crew some sort of drug to make them stronger and faster, thus being able to lob so many 88mm Bratwurst sausages at incoming allied tanks? I mean even the rank 2 Flakbus can only achieve a 5.4 second reload with the same amount of loaders at the rear of the turret with a much more ergonomically accessible ammo storage at the rear of the halftrack. Also somehow managing this even when the turret is hindering the accessibility of the ammo storage. I assume by looking at it, that the crew lift off panels on the floor to grab shells and cram them into the breach. I just don't understand how to reload is so fast for the placement and accessibility of the shells. how the hell is the reload 4.2 seconds with expert crew, maxed out leadership and reloading and with the side skirts down even possible?ĭon't get me wrong I love using the VFW and fighting it too. Looking at the placement of the big 88mm shells on the VFW and the fact that depending on where the gun is facing can block where the ammo is. Please do educate me as to why the VFW has such a quick reload. CBA to ask this before, but I am asking it now.
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