I’d rather just see a buff for the current rocket launcher. It should NOT have to take your whole supply of rockets to take out a tank.
I agree to buff the CarlG damage, even agree to increase weight per round, if devs think that current damage-per-mass ratio is fine.
It is not the weapon, m/49, that needs the tweaking. It’s the AP ammo, that is missing.
Not entierly true. It’s a HEDP grenade. That means it’s both high explosive and armor piercing. It’s not used by sweden at all. Not then and not now. Sweden have separate HE and AP rounds. In addition to them they also use one smoke and one illuminating.
I meant resulting damage, weight thing was my concent as balance measure.
This is a good start - let’s sort out our ammo.
Smoke is just fine, but it’s cloud as good as hand grenade, 50g heavier, loud, and need a whole weapon to launch. Needs more work on how machines react to smoke.
HEDP - lets say we leave just HE and we’re done?..
Regarding “AP” round - we need proper HEAT round. That is - small (as small fuel tank) effective explosion range, but do colossal damage at the point of impact. Require direct hit, highly encouraged sniping weak points.
Illuminating round? Like shoulder-launched flare as with smoke(in-game mechanic)?
And I’d like to speak up my concerns about CarlG: first - now legally unobtainable “chaff” round was tripple as powerful as standart HEDP (both radius and damage), it felt like launcher was actually useful; second is “last round bug” - that is, the round disappear around range of exp-12G slug and effectively wasted.
I think it’s quite funny that you guys started this from my post about the fallout universes: fat-man
There’s a whole heap of ammo that could be added, frankly. But the current HEDP ammo has extremely poor performance when considering the scarsity and weight of the ammo as well as the reload time, as well as how hard it is to hit what you’re aiming at due to how slow the rounds are.
I disagree with that.
HEDP rounds work great, if you use them as they are intended for - against groups of smaller machines, e.g runner packs. 1x HEDP is more than enough to take out any runner.
I’ve taken out 6-7 FNIX runners with 1x HEDP, on Guerilla difficulty, countless of times and no other weapon comes even close to the ammo used vs machine amounts killed.
However, if you use HEDP to shoot at harv/tank then yes, it fares poorly since it isn’t designed for that.
Aiming it needs some practice due to the high bullet drop it has. Then again, m/49 isn’t long-range artillery weapon, which you could use to snipe machines far away.
I beg to differ,
when I first tried to snipe (a tank) with a HEDP, I anticipated the drop and aimed accordingly.
it hit it’s intended target without a hitch.
I think it was around 150-200 meters,
I don’t think it requires any practice, I hit my targets just fine and I haven’t practiced at all.
but I do agree: GZ does need AP round for the m/49
It may work as designed, but not as expected. Since there’s no actual AP ammunition, it should be what the name implies: High-explosive, Dual Purpose. In other words, both penetrate armor AND have a wide-area explosion.
HEDP rounds aren’t the only item in the game where people expect it behave differently than it does. Another such item is the street bike in the game, where many expect it to behave like mountain/off-road bike. But that is not what it is designed for, hence the poor off-road capabilities of it.
I think people are misrepresenting what this “dual purpose” stands for in-game. Rather it being “armor piercing and wide AoE”, it is “high explosive and wide AoE”. (E.g grenade is also high explosive but it doesn’t have wide AoE.)
HEDP does have some armor piercing capabilities, though, not as much as people think it should have.
This is from the wikipedia on HEAT warheads. HEDP or High explosive dual purpose is a variant of HEAT Warhead. Basically, it is an anti-tank round that through design or by consequence of other design features, is also useful as a frag round. Heat was used as the main anti-tank launcher round since WW2. However tanks started getting much more capable armor and trophy systems. This made HEAT fall out of favor in Anti MBT roles.
So lets use the GZ tank as an example. the front plate (which should be the strongest), looks relatively thin, and is not angled. It looks to have no HEAT defense. It seems to me it is just a plate of hardened steel. HEAT would excel at going straight through that. So in my opinion it should be able to be effective against the GZ tanks, especially since it seems it’s armor is much weaker than even a WW2 tank.
High-explosive dual-purpose[edit]
Schematic of a 40×53mm M430A1 HEDP grenade
“Another variant of HEAT warheads has the warhead surrounded with a conventional fragmentation casing, to allow the warhead to be more effectively used for blast and fragmentation attacks on unarmored targets, whilst remaining effective in the anti-armor role. These are sometimes referred to as high-explosive dual-purpose (HEDP) warheads. In some cases, this is merely a side effect of the armor-piercing design. In other cases, this dual role ability is a specific part of the design.”
tl;dr - ah yes, we do have AoE high-explosive warheads, but what about anti-armor rounds proper?
I did interpret it as “shrapnel/AoE for blasting groups of weak targets”, hence I stated about “proper HEAT round”. It’s rather confusing in english with acronyms, but in other languages sometimes it has better clarity, for example we currenly have “осколочно-фугасный” (something “shrapnel-highexplosive”, HEDP), which is designed as AT warhead but it’s “shrapnel” part also happens to be good against “soft targets”.
Then there’s “кумулятивный” (HEAT), a warhead that is shaped charge with conical hollow and utilize Munroe effect (focused shockwave) to “squeeze” through armors, a very old design (WW2 used 'em for sure and still one of main warhead types for missiles).
As you stated HEDP is good on it’s own and I agree about that part, but we expect anti-tank weapon to be actually in the “anti-tank” role.
So I’ve used every weapon in this game in real life.
The Carl G should be much more effective against everything!!!
They should include all of the round options as well.
Make it do catastrophic amounts of damage against all enemies but also deal damage to the player after 10 rounds (prescribed maximum limits in combat) have a cool down period for it not to deal damage against the player.
After my assistant gunner (AG)and I had only fire 3 timed air burst rounds during contact in Afghanistan we were both super nauseous and felt like we had been hit by a truck.
The over pressure is immense but the effect is devastating…
The weapon is an absolute show stopper.
This is what it’s like in real life.
I wouldn’t mind the balance of more damage vs damage to player similar to how the KVM 59 experimental but it would have to be worth the trade off…
Also, give the experimental Carl G the option to also fire sigle shot as well please.
i will , sorry for that
don’t be too sorry, I do agree somewhat, as an American we are a bit of megalomaniacs.
the only thing you did wrong in that post was your tone, as stated. I agree Generation Zero needs it’s own guns whether they be real or not.
yes but now i see that i did use a bad tone and i am sorry
Tis water under the proverbial bridge.
i like that idea. my idea is to have the acid effect be on the AI-76 and have the HP5 have a underfire mode. the underfire mode would make it so it would shoot slower, but be more accurate.