WARNO
REFORGER 1989
norz 25 Sep, 2024 @ 11:54am
Hit percentage and rate of fire of NATO tanks (also HEMTTs)
US and German tanks have too high a rate of fire and hit percentage. Realism is realism, but we can't forget about the gameplay either. This is a very good mod, but it forces you to play NATO against NATO. Not only because of the advantage in artillery, aviation and infantry of America, but to a greater extent because of the tanks, because they are too strong. For example, 2 T-80UD for 400 points will not be able to outshoot an Abrams for 270 points. We need to reduce the hit percentage of NATO vehicles to this: Abrams -10%, TTS Pattons(8th inf div.) -15% or -20%, Leopards 2A4 and 2A5 -5%.
Also, the rate of fire is too high. Yes, there are crews capable of reloading an Abrams in 3-4 seconds, but not all. And for the game, this is too good an indicator. Here are the indicators that will be acceptable: Leopard 2A4 and 2A3 and Abrams (except M1IP) reduce the rate of fire to 14. These tanks will be under the stripe anyway, they will have a sufficient rate of fire to shoot down Soviet tanks. And TTS Pattons (8th inf div.)and M1IP Abrams reduce the rate of fire to 13 or better to 12. Since this simply kills the point of taking top tanks. Also, the penetration of M1IP and TTS (8th inf div.) Pattons is too high, for the same reasons. Then Abrams and other NATO tanks will cease to be as strong as they are now, but will remain better than tanks of the Soviet Union.
(And also, 12 pieces of HEMMTs per card is too much. I don’t know why you decided to make exactly that many, but it’s too much. 3 per card is quite enough (And it’s better to make it balanced, 3 per card, and 2000 supplies in the vehicle)).
I like your mode, but these things make it worse
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Miss_Mocha42 19 Oct, 2024 @ 1:49pm 
what if instead all the Russian stuff just got a lot cheaper and more plentiful, they made manual loaders load slower as suppression goes up, have the base reload for NATO tanks at recruit be ~7.5 seconds while max veterancy is 5 seconds, and accuracy scaled with range so that Russian and NATO tanks have very similar accuracy below a certain range (750m might be a good range for that).
I also though maybe a good solution might be after a tank with a manual loader gets hit hard enough (you could calculate "hard enough" by anything from damage sustained withing a 1 or 2 second time period to the caliber of weapon the tank is hit with) there is a chance the loader drops the shell or is "stunned" resetting the reload. the chance of that happening could also be scaled with veterancy and supression levels
I agree with Miss_Mocha42. The Russian made stuff is largely inferior as a whole, and while they make a decent tank, the tech in the run of the mill Russian made stuff is whats inferior. It is also a well known fact that IRL, Russian tanks are stupidly cheaper. Lower the cost, and increase the base amount they can get. It is well known they have/had stupid amounts due to how cheap it is.
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