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December 1st, 2011, 09:25 AM
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Corporal
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Join Date: Nov 2011
Posts: 53
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Thanked 2 Times in 2 Posts
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Atgm
ATGM's are a much more reliable piece of kit to use now.
Was there a mod done to these weapon platforms?
I use to curse at my ATGM (TOW) vehicles for their sup par performance, might as well been throwing rocks.
Depending on your opponent these are actually a viable option now and not wasted points.
Thanks in advance!!
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December 1st, 2011, 09:42 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Atgm
Read the "Release History" section of the game guide.
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December 1st, 2011, 10:14 AM
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Corporal
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Join Date: Nov 2011
Posts: 53
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Re: Atgm
I didn't find any upgrade info when looking at the release history
Which release patch in case I can't read?
Thanks in advance!!
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December 1st, 2011, 10:35 AM
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Corporal
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Join Date: Nov 2011
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Re: Atgm
Patch 4.5 21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing.
Is there any other patch that would increase the effectiveness of vehicle ATGM's?
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December 7th, 2011, 03:22 PM
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Sergeant
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Join Date: Jun 2005
Location: The Land of the Sabbath and of the Priest
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Re: Atgm
Quote:
Originally Posted by EOT
Patch 4.5 21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing.
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I'll go to the foot of our stairs - missed that one!
I always thought such units were not worth the bother of purchasing in view of that limitation; I know different now.
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November 23rd, 2013, 04:23 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Re: Atgm
Quote:
Originally Posted by EOT
Patch 4.5 21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing.
Is there any other patch that would increase the effectiveness of vehicle ATGM's?
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Not a good time to try this at the moment as this patch several weapons not in the first unit slot tend to lose a shot & not fire if only have 1 shot left.
So if you move the likes of a Bradley the only way to get it to fire is use the W key & fire the ATGM only.
Staying clear of units with missiles in other than the first slot is a good idea till the next patch in general as they only op fire once as well.
__________________
John
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November 25th, 2013, 01:57 AM
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Corporal
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Join Date: Nov 2011
Posts: 84
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Re: Atgm
Quote:
Originally Posted by Imp
Not a good time to try this at the moment as this patch several weapons not in the first unit slot tend to lose a shot & not fire if only have 1 shot left.
So if you move the likes of a Bradley the only way to get it to fire is use the W key & fire the ATGM only.
Staying clear of units with missiles in other than the first slot is a good idea till the next patch in general as they only op fire once as well.
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Speaking of that ATGM-problem, is there an early patch or hotfix planned to remedy this?
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December 6th, 2013, 06:23 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: Atgm
Quote:
Originally Posted by Imp
Quote:
Originally Posted by EOT
Patch 4.5 21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing.
Is there any other patch that would increase the effectiveness of vehicle ATGM's?
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Not a good time to try this at the moment as this patch several weapons not in the first unit slot tend to lose a shot & not fire if only have 1 shot left.
So if you move the likes of a Bradley the only way to get it to fire is use the W key & fire the ATGM only.
Staying clear of units with missiles in other than the first slot is a good idea till the next patch in general as they only op fire once as well.
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I have just tried this in a test scenario, and simply cannot replicate this behaviour. Units with 1 missile or MAW shot or whatever happily fired that shot using the normal F key or target cursor.
So if you can provide a test save game where it is demonstrable, I'd be happy to see it.
Andy
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December 1st, 2011, 10:12 AM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Hellas->Macedonia->Thessaloniki->City Center->noisy neighbourhood
Posts: 1,359
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Re: Atgm
Quote:
Originally Posted by EOT
ATGM's are a much more reliable piece of kit to use now.
Was there a mod done to these weapon platforms?
I use to curse at my ATGM (TOW) vehicles for their sup par performance, might as well been throwing rocks.
Depending on your opponent these are actually a viable option now and not wasted points.
Thanks in advance!!
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Take the last Leo2 German version. Laugh and laugh and laugh at the enemy missiles. I am not talking about 1-2 missiles. I am talking about 30-40 top of the line missiles (not top attack) against a single tank and nothing happening to it apart from suppression. It brings the fear of god to the opponent. HAHAHAHAHAHA
(though I am usually on the other end, but still, funny)
ATGMs are cool, just not very useful in all cases.
__________________
That's it, keep dancing on the minefield!
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November 22nd, 2013, 08:03 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
Thanks: 98
Thanked 602 Times in 476 Posts
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Re: Atgm
Quote:
Originally Posted by Wdll
Quote:
Originally Posted by EOT
ATGM's are a much more reliable piece of kit to use now.
Was there a mod done to these weapon platforms?
I use to curse at my ATGM (TOW) vehicles for their sup par performance, might as well been throwing rocks.
Depending on your opponent these are actually a viable option now and not wasted points.
Thanks in advance!!
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Take the last Leo2 German version. Laugh and laugh and laugh at the enemy missiles. I am not talking about 1-2 missiles. I am talking about 30-40 top of the line missiles (not top attack) against a single tank and nothing happening to it apart from suppression. It brings the fear of god to the opponent. HAHAHAHAHAHA
(though I am usually on the other end, but still, funny)
ATGMs are cool, just not very useful in all cases.
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Depends really in your case I am thinking Turkey vs Greece battles.
In which case the ATGMs are generally very effective.
From memory Greek modern tank force is composed about only 10% Leo 2s so most tanks are an easy kill as they are Leo 1s & M60 series tanks.
So just set Tukish Milans to engage armour under 70 & they hurt.
Front attacks vs Leo 2s are still worth doing however if the situation requires, hull hit & a bit of luck will cause damage or on rare occasions a kill letting your armor expose its self for the finishing shot so you must be lucky.
Edit I just looked suppose you are talking about Turkish Leo 2T, didn't even realise they had em. Now I have got to see how many but I am guessing not a lot.
From a quick none reliable source both sides have about the same number of Leo 2s
__________________
John
Last edited by Imp; November 22nd, 2013 at 08:12 PM..
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