#Human weapons muzzle velocity increase

1 messages · Page 1 of 1 (latest)

sinful snow
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Human armored forces are no match for aliens armored forces now, 1 or 2 player controlled scorpion can easily murder 5 player controlled hover tanks, and as a 900 hour player I figured out it is very hard to hit aliens beyond 100m with your main gun, it takes too long for the shell to reach anywhere beyond 100m, by the time your shell reach where they are suppose to go, the alien units have moved away already. I measured the muzzle velocity of our average main guns, and I believe the average muzzle speed of hover tank & heavy armored car main guns are around the speed of sound, railgun muzzle velocity is just around 2 times the speed of sound. It's very hard to engage aliens from a distance, consider a alien scorpions is stronger in close range combat cause they suffer no ricochet penalty and are cheaper than a hover tank, it's really unfair. I suggest at least increase the muzzle velocity of most human weapons by 150%-200%.

fresh forge
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well, I think this one wont go anywhere based on my knowledge of infantry muzzle velocity

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hang on

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velocity for the bullets is largely based around real world counter parts, if they exist

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I get the frustration but I don't that's the gonna be the solution

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Tank optics would probably help more.

rare citrus
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A lead reticle will be implemented. That is, a reticle that tells you where to shoot based on your weapon's speed and enemy's current movement. Should make aiming easier. Now, what I do against scorps while in a hover tank is flank and lead my shots, they're not too hard to hit when you manage to see their body instead of just their tails.

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iirc

covert tusk
frank barn
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I think you might just need to git gud.

pure shale
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Hitting the scorps is not the issue its shooting them 5times to kill them 😜