I've just started playing Star Wars Battlefront II, and there are a lot of differences between this game and the 2015 game, especially the melee. In Star Wars Battlefront 2015 the melee did 50 damage and was very slow. In the sequel the melees are much quicker and seem to do much less damage. I was wondering how much damage it does and if it differs by class, for instance it would make sense if assault and heavy do more damage than officer and specialist.
I haven't seen anything suggesting it is but if you have specific examples I will look at them. The Panther gun mantlet is unusually large compared to most other tanks so it gets hit rather frequently.
The other thing I have noticed is that Panther's survive more frequently than say, for example, Sherman tanks. So while a Sherman might suffer gun damage it is also very frequently destroyed too so there are not a lot of Sherman tanks running around with a non functioning gun. Meanwhile Panther's survive better and so there are a noticeable number of Panthers driving around with non functioning guns. Just a pattern I believe has lead to several "is there something wrong with the Panther" threads in the past.
This is quite separate from any possible armour bug that @bangers might give to @Vanir Ausf B to investigate. The presence or absence of any issue with armour protection does not change that in a head to head fight between Sherman and Panther tanks more Panther tanks are going to survive hits than Sherman tanks. That is all I am pointing out.
Edit: Oops just realized this is on the CMRT forum - go ahead and substitute T34 for Sherman in the above - it sill applies (of course some models of T34 are more capable of taking out a Panther but Panther's still survive hits better than T34s do).
Gun barrels are not made of armor steel so taking a hit can definitely hurt them. And if something happens to the recoil cylinders the gun is as good as dead. I'm working off vague memory, but I recall someone here once posted a real world AAR vehicle damage list and knocked out guns seemed to be surprisingly frequent.
There's a pic in Zaloga's Armored Thunderbolt of a Panther whose barrel was apparently shot away leaving around two feet sticking out past the mantlet. I know of a case where a T-34/76 took a muzzle hit, so the crew spent the night using a hacksaw to cut off the splayed part, tested the gun with a string from a distance, and when the gun fired properly instead of blowing up, off they went the next morning to resume the fight, albeit with an L/whatever minus gun barrel! That story was on IRemember.ru back when we Anglophones could use it effectively.
Speaking of Hits to Vehicles in CMx2...It seems that a Panther (for example) doesn't need a lot of hits from a 75mm Sherman before the Optics got shot-up (It Doesn't matter if hits are to the Turret or Hull)...I remember playing 'Barkmann's Corner' (for one example), and his Panther took about 6x 75mm Sherman hits (at 500-600 yards), and the Optics where already shot-up.
Well after my post, I had recollections of a cold chisel and file being involved in the gun barrel, er, cutdown. Believe at least some of the work was done with a cold chisel and a hammer. A file was definitely used to true up the barrel after the cutting was all done and, I'm sure to deal with any burrs and such inside the barrel. An impressive feat, but I wonder what adjustments the gunner had to make with the somewhat reduced power cannon and its loopier projectile trajectories not accounted for in the sights.
IIRC one of the complains about the Panther D performance during first days of Kursk battle was that unusually high number of gunsights were damaged and workshops were quickly out of spare gunsight parts. This could be because of two factors: 1). Panther mantlet was unusually big in comparison to whole front turret profile, 2). it COULD take a 76mm blow on mantlet and keep going, only with optics damaged - instead of whole tank being destroyed like would be in case of PzIII or PzIV catching same 76mm hit:).
I think with regard to Panther there's a psychological factor involved. I know whenever I play with an ubertank I'm more likely to take ill-advised risks, believing the armor will save me. If I were piloting a Marder III my game-play is super-careful and stealthy. A Panther or Tiger I'm practically inviting the enemy to shoot me. So my optics get wrecked, my gun gets damaged, and I fall victim to a 'lucky' lower hull penetration.
My experience, when it comes to those lovely cats, is that NO amount of careful anything can save these critters from disaster. Would agree, though, that charging in only shortens the time until things fall apart. Back during ROW, I had a Jagdpanther first bog, then immobilize, on dry ground. That's but one example. In CMBN, playing Barkmanns Corner, first Barkmann bought it while head out, followed by the gunner while head in! Have repeatedly found this sort of thing happens with any expensive CM toy, including an Abrams. Okay, more like two, if you count the one so dinged up as to be largely unfightable because its optics were cut to pieces by 30 mm fire.
I agree. Though, that happens to me mostly with Tigers. Always disappointing to find out once again, that they are as invincible as I would like to have them. Perhaps, I should change expectations after all these games. ?
Obviously a shot that hits the barrel from the side at a 90 degree angle would likely break it, but shots that come in from the front at close to 0 degrees would glance off, slide along the barrel and end hitting the mantlet instead - unless I'm fundamentally mistaken about physics.
Product: Star Wars Battlefront II
Platform:Sony Playstation 4
What is your issue related to? General
Summarize your bug While airborne, lightsabers can hit you, and sometimes twice! You can be at the apex of the jump, or even beginning your descent (so obviously you jumped away before they had a chance to attack or are out of realistic reach) and receive damage from a grounded attacker. I can understand getting hit if you don't jump high enough, far enough, or soon enough (especially since I see more people implementing the hop attack, a personal fave with Yoda) or if the enemy lunges/attacks at the beginning/end of your jump, but I am getting hit by a lightsaber when I am mid air, watching them attack the air below/behind/in front of me... Lunging abilities have the same issue. Thrust Surge and/or Frenzy will lunge underneath the target (while they are mid air), or the area the target jumped from, and deal damage. GRIEVOUS IS THE WORST, because Thrust Surge can send you across the map if it hits you while you are airborne. Part of the issue is the lunge? It feels like it guarantees the hit because it never stops tracking the target during the lunge, as opposed to lunging where the target was when the lightsaber attack was triggered. This results in attacks landing while the target is mid air, dodging, not even close to the attacker, or while using dash/spin attack (i.e. Yoda is unprotected during dash attack, yes, but lightsabers are hitting Yoda after the dash is almost complete, when he is already behind the attacker and out of reach, and the enemy can be seen swinging the other direction, also can experience this with dodges).
What is your gamertag/PSN ID/EA Account name? jonny_boy_705
How often does the bug occur? Every time (100%)
Can you tell us the date (MM/DD/YYYY) that you saw the bug? Every time I play
What time did you see the bug? (HH:MM AM/PM) Every time I play
In what game mode did the bug occur? Heroes vs. Villains
What is your time zone? CST - GMT - 6:00
Steps: How can we find the bug ourselves? 1) Block incoming lightsaber attacks, dodge, then jump away. 2) Jump away/up while the attacker is near. While airborne, the attacker can begin attacking (no lunge this way). 3) Sprint and jump over/away from the attacker(s) while they are attacking (most commonly happens in combat clusters like 2-3 enemies all targeting you). 4) As Yoda/Maul: block incoming lightsaber attacks, dodge to the side/diagonally so you can angle your dash/spin attack to hit the targets back as you fly behind and out of danger.
What happens when the bug occurs? 1) The target is out of range after the dodge and during the jump, but the attacking lightsaber still lands a hit, and lunging abilities still land their hit, even when the target is mid air. 2) The attacker does not lunge, but simply swings their lightsaber and the target takes damage mid air. 3) The target is off the ground and out of reach, but the attackers lightsaber still lands a hit before the player lands. 4) You can visibly see the attacker out of reach swinging another direction, but you take a hit.
What do you expect to see? Possible solutions: Reduce the amount of time an attack tracks its target before/during lunging, forcing players to use proper timing or risk their attack missing and swinging where the target was before they jumped/dodged/dashed. As things are, you can lunge at a target that is also lunging, making you travel unprecedented lunging distances. Grant a small period of immunity, similar to dodges, when you begin jumping. When a player uses Thrust Surge, or Frenzy, if the target is airborn, the ability will cancel and refund, instead of following through and damaging the target while they are mid air. Or follow through with the animation and lunge, but if the target is airborne by the time the attacker has lunged to position, deal no damage to target (count it as a miss).
Please select your region North America
AMD or Nvidia Model Number