KON Air
30th Aug 06, 9:25 PM
Earlier tonight I had a chance test trajectory of various guns of both Axis and Allies (I'm sorry I forgot the name of player who was accually doing the testing :P)
While results are not entirely suprising or unknown. I thought I should post them up since he hadn't posted already (or posted somewhere else) and unfortunely I didn't save the replay. I hope this will help someone.
Test 1
Stug vs Bunker with tank traps and wires in front of it.
Stug gets mostly direct hits on bunker, but strangely several times hits barbed wire in front of it.
Test 2
a.Stug vs infantry behind sandbags and tank traps.
Stug repeatedly hits tank traps and only gets one direct on infantry
b.Stuh vs infantry in the same setting
Stuh still hits tank traps but the greater splash damage kill all squad with few shots
Test 3
a.Allied AT vs infantry behind sandbags with tank traps in front
Now that was interesting because At gun always hit the tank traps save for one near-by hit/miss on infantry.
b.Allied AT vs Axis AT as the same setting
Allied AT kept hitting tank traps again while Axis AT had fewer shots ended up on its own tanktrap
c.Sherman vs infantry on the same setting
Now Sherman, as it is missed a lot of shots as any other tank would against infantry with all those running and diving around, but only a few shots were stopped by tank traps.
Result;
AT Guns and tanks mostly (lets say %80 of the time) aim at the center of the target. Given all the tests were done at the flat ground (both target and shooter at the same elevation) and if the targets center is not higher then the tanktraps hitbox the target will be saved by the tank trap. But this does not mean the fired shot won't find an unobstructed way throught the tank traps/wires/sandbags, none of the units do the exact shot each time, they will fire a little higher, to the left, right, lower... each shot is not identical, so don't count on tank traps to stop each and every shot! Also as the shooter gets further away the more chances of hitting the tanks traps are.
Other tests;
Demolition charges;
I rarely play Allies and use demo even more rarely, a few odd and cool things I learnt about it;
Can only be placed on buildings (bridges will be counted as buildings I assume), including unoccupied civilian buildings. If you place it on a civilian building and it is garrisoned by enemy, blowing it up will kill everyone inside, do massive damage to the part it was placed (and probably destroy it if it is a small one). They can be detected by Bikes, but they cannot be detected or removed by Pioneers. Accually they cannot be removed anyway other then destroying the building they are attached to. They can be placed on tanktraps/sandbags/wires, and they will clear a very large radius when blown.
Tigers;
Face it, they are still better then Shermans. While two dancing upgraded Shermans will have really hard time to take it down a single dancing M10 will do better.
Vehicles out of control;
No they don't damage what they hit, but they can still shoot and run over infantry.
Slowing down while running over... stuff;
Crocodile with dozer doesn't slow down other then penality given by lowering the dozer blade, but the Panther and all other tanks will.
And that's all folks. :slow:
edit; 1,337th thread in CoH forums whee)
edit; added [Test] tag... because I just wanted to add it.
While results are not entirely suprising or unknown. I thought I should post them up since he hadn't posted already (or posted somewhere else) and unfortunely I didn't save the replay. I hope this will help someone.
Test 1
Stug vs Bunker with tank traps and wires in front of it.
Stug gets mostly direct hits on bunker, but strangely several times hits barbed wire in front of it.
Test 2
a.Stug vs infantry behind sandbags and tank traps.
Stug repeatedly hits tank traps and only gets one direct on infantry
b.Stuh vs infantry in the same setting
Stuh still hits tank traps but the greater splash damage kill all squad with few shots
Test 3
a.Allied AT vs infantry behind sandbags with tank traps in front
Now that was interesting because At gun always hit the tank traps save for one near-by hit/miss on infantry.
b.Allied AT vs Axis AT as the same setting
Allied AT kept hitting tank traps again while Axis AT had fewer shots ended up on its own tanktrap
c.Sherman vs infantry on the same setting
Now Sherman, as it is missed a lot of shots as any other tank would against infantry with all those running and diving around, but only a few shots were stopped by tank traps.
Result;
AT Guns and tanks mostly (lets say %80 of the time) aim at the center of the target. Given all the tests were done at the flat ground (both target and shooter at the same elevation) and if the targets center is not higher then the tanktraps hitbox the target will be saved by the tank trap. But this does not mean the fired shot won't find an unobstructed way throught the tank traps/wires/sandbags, none of the units do the exact shot each time, they will fire a little higher, to the left, right, lower... each shot is not identical, so don't count on tank traps to stop each and every shot! Also as the shooter gets further away the more chances of hitting the tanks traps are.
Other tests;
Demolition charges;
I rarely play Allies and use demo even more rarely, a few odd and cool things I learnt about it;
Can only be placed on buildings (bridges will be counted as buildings I assume), including unoccupied civilian buildings. If you place it on a civilian building and it is garrisoned by enemy, blowing it up will kill everyone inside, do massive damage to the part it was placed (and probably destroy it if it is a small one). They can be detected by Bikes, but they cannot be detected or removed by Pioneers. Accually they cannot be removed anyway other then destroying the building they are attached to. They can be placed on tanktraps/sandbags/wires, and they will clear a very large radius when blown.
Tigers;
Face it, they are still better then Shermans. While two dancing upgraded Shermans will have really hard time to take it down a single dancing M10 will do better.
Vehicles out of control;
No they don't damage what they hit, but they can still shoot and run over infantry.
Slowing down while running over... stuff;
Crocodile with dozer doesn't slow down other then penality given by lowering the dozer blade, but the Panther and all other tanks will.
And that's all folks. :slow:
edit; 1,337th thread in CoH forums whee)
edit; added [Test] tag... because I just wanted to add it.