Currently 60m, not 20 (even if it does feel like it sometimes lol).
Now we are talking.
Only the spall liners and better ammo as well as Saphe missing. :D
no the 60 meters red sign of radar altitude are a player set paremeter it is not the multipath hight
i know some cc say otherwise but it is not 60m
another update? why not release all these bug fixes at once? even though the dev server with extremely short there were countless bugs filled.
MP is different for each missile, but generally it´s at around 40m.
Which is waaay too much compared to IRL levels. Players just should not have a magic 40m shield bubble, going in a straight line expecting to be immune from all missiles.
bro 20 of the 40 meter are most maps buildings or tree
60m is the height when multipathing begins the take effect, that’s in the games code. Ofc if you sit directly at 60m or between 50-60m it’s probably hardly going to do anything, but the effect is still very much there.
Before gaijin nerfs multipathing, they need to decompress by a significant amount, as well as give all planes stock chaff.
Ingame they’re currently all set to the exact same value. There aren’t any missiles with different multipathing values in the game currently. The set distance for all missiles is 60m for when it begins to take effect. Its different IRL ofc, but ingame it’s a balancing statistic Gaijin sets.
Gaijin, please fix the Chi-Ri autoloader, onigaiiiiiiii
It’s 55m
This doesn’t seem to have been fixed on console yet
Shimasuuuuuuu
Can we have a fix to PS5 anti aliasing?
Honestly I just want SCU to have more missile hardpoints, doesn’t matter what it is, but more than 2x is needed
One of the few times which i say “you’re right”
Hell,i even tested it myself on a test drive:depleted the first order rack,put the chronometer of my phone right below my monitor and as soon as i clicked to fire i started the count,and i stopped it only the frame after it let me shot again
Results?7.53s,take into account the human error and you’re sitting at a 7.5s non-first order reload
@Stona_WT can we expect any of the accepted bug reports for the CV9030 MK.IV to be added before everyone takes off for the Holidays or no?
Python 4 - 14.7
Sholef my beloved, you haven’t been forgotten!
Hopefully this trend continues, as there are still some things that need to be changed, such as the 15 ton weight reduction, the possible full gun stabilizer, the possible LRF, and the absolute continuation of reload rate being adjusted!
the Sholef should have NEVER had the fixed 11.9 sec reload from the get go, the whole idea of it being for balance is kinda nonsense when there are several artillery vehicles at/around its BR that already have a 7.5 sec reload such as the Type 99(7.3), the AuF1 (7.0), and the PLZ05(7.7).
then there is things like:
the VIDAR at 8.0(with crew skill based 2 round assisted reload of 7.3 sec stock and 6 sec aced),
and the Bkan 1C at 6.7 (with a 3.2 sec full autoloader (granted, it has limited side-side gun traverse and only 14 rounds, but the ammo load can now easily be offset by the fact it can place an ammo box which means in a stationary position it effectively has 28 rounds with a 3.2 sec reload for all of them))
to give some better slightly better criticism, the Sholef’s reload rate should be crew skill based, but the
shell auto loader still retained, what I mean is, its clear from that “famous” video (for those researching the Sholef) that demonstrates the Sholef’s reload rate/fire rate, that while the auto loader is working, the SHELL reload rate is FIXED, but the reload rate of the CHARGE/PROPELLENT can VARY
when the auto loader is knocked out by combat and/or has some general mechanical failure , that would mean that the crew has to manually load the shell as well and not just the charge/propellent, they can do that because they had that redundancy in place.
id also like to say that the idea that the 7.5 seconds reload being fixed to a non existent 2 round “first stage” is a fair bit silly, as the loader clearly has equally good access to the entire 25 charge/propellent in front of them, and the same likely could be said for the 10 charge/propellent storage right behind them, meaning that if there HAS to be a “first stage” ammo storage, it should be 25-35 charges instead of 2.
also the autoloader itself clearly has easy access to all 60 shells in its container, so the fact that the 2 round first stage is there, and as shown in the hanger x-ray view, is not even placed closely to the autoloader’s grabbing arm is also rather silly.
(this entire section also applies to the PzH 2000, as the 2 round first stage is also silly for very similar reasons)
Here is my suggestion for the Sholef’s reload rate: when the autoloader is working, the reload rate should be ~10-11 seconds on a stock crew, and 7.5 seconds, MAYBE even ~7 seconds, when crew reload skill is maxed out and aced;
when the auto loader has been knocked out, the reload rate should be ~16 seconds on a stock crew and ~12 seconds when maxed out and aced.
Please do forgive me if I made any spelling or grammar mistakes, for a few reasons my mind is currently a bit…groggy? foggy? something like that.
Id also like to apologize if this is too long for those reading this, I’m not very good at making things like thoughts short and this is the best I can do.
To those who read all this, thank you, thank you so much;
To every one here, regardless of having read my entire ramble or not, I hope you all have a happy holidays!
That’s a nice Christmas gift! Thank you!