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On the part of the T-55a, makes sense since it's coming out of a bigger gun with better penetration
the size of the gun is entirely meaningless to APFSDS darts... after all, you are shooting rounds smaller then the boresize of the cannon it is fired from.
the major components that come into play is Mass and Velocity.
The T-55a's projectile velocity is lower then the T95e1's projectile velocity. Yet the T-55a seemingly violates the laws of physics and some how the lower velocity projectile is capable of penetrating more armor then the higher velocity projectile.
Or you can fire the 120mm APFSDS round from the Chieftain out of a 105mm as an extreme example.
Still, the rounds themselves are in question here and that includes other essential factors to consider here besides Mass and Velocity such as the materials used for the round itself and the gun firing it itself
The T-62's default APFSDS round for example, despite being a bigger and faster shell than the T95e1's, actually pens less than it.
-------------------
APDS is also in the same boat:
The Conqueror's APDS, although faster than the Chieftain's by 100 m/s more while being 0.9kg less shell weight, pens less than the Chieftain's by a significant margin (40mm pen less)
Conversely
The SU-122-54's APDS, despite it being bigger than the 105mm APDS by 1.6kg and slower than it by 78m/s, actually pens less than the 105mm APDS by a couple mm (4mm difference)
no... i say that the client got a (lets say basic) configuration of the planes, tanks, environment variables etc which can be overridden by the server... the client is sending and recieving data correctly and so do the servers.
sparks are being calculated client sided... depending on your latency / ping they are basically useless because while you see 'hits' on the enemy plane on your client (like 0ms latency) you may actually miss the plane due to it being on a completely different location on the server (maybe 250ms ?!) - and there is only so much lag compensation mechanics can do about this.
the only reliable source for registered hits are the onscreen messages (hits, rp, lions) being send by the server.
that's pretty much exactly what i said... the server dictates the rules... it can apply changes to the mechanics and / or it can ignore invalid data being send by the clients. test flights / drives and user missions however dont take place no the game server but only on the client... they are basically offline modes.
Everyone in the match will feel the power behind your Aced crew reload on your tank for example.
well this is just the crew skill... and if the reload time isn't getting adjusted by the server configuration (or rather the reload time settings are the same on the client and the server) they will ofc be the same (related to the crew level)
but what Gaijin can do... is to change the reload time to 500 seconds in the server settings - this would mean that while you see a 13s reload time (or 37s depending on the crew level) in a test flight (offline) you'd still see 500 seconds in a live battle.
well... on those server updates there usually is no client update - and that's the whole point. the server can change things on the client side without the client software being updated itself. and since test flights / drives and user missions are not taking place on the servers but on the client only (basically a sandbox offline mode) the results may or may not be the same (depending on how the server settings are being received / implemented)
yes, i do know that this game does not have a real offline mode but you have to be online at all times to be able to do anything but still...
one more detail on this... lets take the dev server. when it goes down once the testing time is over and no new live battles can be started people can still do test drives and custom missions. (dont know about custom battles though but since they've been switched from being player hosted to server hosted as well a while ago i guess they wont be available anymore either)
and this is exactly the common misconception i'm talking about... Gaijin can at any time change different things in the game on-the-fly without the necessity of a client update. those changes may or may not affect test drives / flights and user missions - we just dont know (for sure)
So that 500s reload during a live game can only happen after the game reupdates and everyone follows the rules set on that 500s reload.
You talk like it's the same but really, you're implicating it's happening at the same time when people are in a game when an update is in progress and the change is happening mid game.
It doesn't, it never did and there's not a single incident in the years since 2013 that I can legitimately and honestly remember it ever having done that for a server update.
Not when the repair times were decreased massively from 20min repair times to 3 or so minutes
Not when the reload rates were adjust for the T-54
Not when HEAT-FS was added to the T-54
Anything you can test ingame right now is legitimate and will be replicated in a live match.
Dude just look at the source maybe? It literally shows an in-game example, it quotes the dev blog for finally taking this bs out of the game and it shows the actual code.
Nice joke there.
The first time I played a hyperfast T-26 in RB the game was about over by the time I reached the first capping zone. Not to mention the incredible speed of the T-35.
edit: according to reddit it is fixed anyway
So... Does this come with a published statistic on how often/many times this extra line of code was enacted and resulted in a death?
Or an explanation on how a projectile punched through one side of the tank, and then punched through the other side of the tank, with zero spall/fragmentation?
And that the hit cam doesn't show everything?
Really, the big question that I would like to ask, the million dollar question, is why I don't see a link to a two year old bug report, if this was such a serious problem? I would think that if it was a daily, every-match-I-play occurrence, that it would surely have been reported prior?
And relliK isn't wrong. I've noticed at least a few times when performance in private test drives did not match up with server-sided battles.
@Vriz - relliK is ex TM. I think you can give him more credibility.
That sounds more than likely a placebo effect rather than proof.
Another example:
Before the M22 transmission was fixed, that studder / wiggle in changing gears was in place in both test drives and live matches for AB and slightly in RB.
Not to mention that the usual map for everyone that hasn't downloaded custom user missions is Kursk compared in live matches when there's varying environmental effects in play when it comes to how a ground vehicle moves in snow, mud, grass, pavement etc etc on top of whether or not your crew is in play when test driving which can affect the performance of a tank like driving, reload and accuracy on top of whether it's a "reference" model or a "current" model
Since there's no proof to back up the assumptions made by relliK, I take what relliK's is saying with a grain of salt.
If he's, beyond any reasonable doubt, right in the end, then that's all there is to the discussion about it.