Y
Yoozername
Guest
I note that the same type of MG discussions that occurred for CMx1 are now being discussed again.
It is my opinion that simple testing can be done with just the demo. It is really quite fun actually. I setup a MG42 HMG so that it could fire up a road with hedgerows on both sides. I moved all other German units to the rear out of the picture. I then selected a US platoon of 3 squads and a HQ and walked them up the road. I used hide fore the HMG and a short ranged covered arc to let the US troops get into the kill sack.
I played on WEGO so that the turns could be replayed and analyzed.
The HMG, even though it had a target rich environment for a full turn, only expended 180 rounds. These rounds might also be less since the game might tally rifle rounds in that same ammo expediture. The US platoon was chewed up but some squads rallied even though the HQ was a goner. But that is a seperate issue.
I will run the same test using the LMG from the antitank gun ammo bearers to see how many rounds it gets off. But its my opinion that a HMG, in a situation with many targets that all were within 120 meters, would just go full-on. I would expect it to fire 10-12 round bursts every second and fire full auto initially. Perhaps as many as 50 rounds to get the troops combat ineffective.
The point of my test is to see if the HMG are firing ammunition at a high rate just as they could. As far as what I am seeing; they are not.
People may claim that such an ambush is rare since there was no point scouts, etc. But that is not the point. The game must model weapon deadliness or gaminess gets an open door. Players will not fear running troops in the open since the HMG will be not firing as fast as it can.
I wonder just how slow it would fire if I told it 'target light'?
I think the rate of fire of MGs in general should be related to the number of targets the MGs sees at any given time. Or are in its covered arc?
It is my opinion that simple testing can be done with just the demo. It is really quite fun actually. I setup a MG42 HMG so that it could fire up a road with hedgerows on both sides. I moved all other German units to the rear out of the picture. I then selected a US platoon of 3 squads and a HQ and walked them up the road. I used hide fore the HMG and a short ranged covered arc to let the US troops get into the kill sack.
I played on WEGO so that the turns could be replayed and analyzed.
The HMG, even though it had a target rich environment for a full turn, only expended 180 rounds. These rounds might also be less since the game might tally rifle rounds in that same ammo expediture. The US platoon was chewed up but some squads rallied even though the HQ was a goner. But that is a seperate issue.
I will run the same test using the LMG from the antitank gun ammo bearers to see how many rounds it gets off. But its my opinion that a HMG, in a situation with many targets that all were within 120 meters, would just go full-on. I would expect it to fire 10-12 round bursts every second and fire full auto initially. Perhaps as many as 50 rounds to get the troops combat ineffective.
The point of my test is to see if the HMG are firing ammunition at a high rate just as they could. As far as what I am seeing; they are not.
People may claim that such an ambush is rare since there was no point scouts, etc. But that is not the point. The game must model weapon deadliness or gaminess gets an open door. Players will not fear running troops in the open since the HMG will be not firing as fast as it can.
I wonder just how slow it would fire if I told it 'target light'?
I think the rate of fire of MGs in general should be related to the number of targets the MGs sees at any given time. Or are in its covered arc?