Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
you'll need the main gun modules unlocked and probably high gunner crew skill to actually hit something at these rather long distances.
So does that "certain distance" increase with crew skill or not?
Like i said in my case it was 1,06km. I shot the tank and hit it multiple times but got no indicator cross or a silluette.
Well, I just tested a maxed and experted crew vs maxed and aced, for both I got the green indicator up to 600m, the silhouette up to 1.02 km on test drive for both.
Nothing to do with skills. Guess it's gamebalance thing.
So they probably set an arbitrary limit to "how long to calculate for", IE 1km.
In pseudo-code, it probably looks something like:
while(no_hit && elapsed_distance<1000){ CalculateNextStep(); }
It managed to calculate this just fine for years, they simply nerfed it like everything else.
Agreed,.....but aside from RNG just pointing and clicking to fire, there are a number of other variables that determine successfull penetration