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Thread: ARMA 2: OA beta build 91138 (1.60 MP compatible build, post 1.60 release)

  1. #61
    @maturin

    During T90 tests, it sustained 7 RPG hits but stayed fully operational ...

    In the game 1 PG7VL to the tracks will disable T90.

    Why dont you shoot M1 using M256 ?

    And by the way, T90 is one of the most armored MBTs on the market.

  2. #62
    Qazdar perhaps do some research in various, preferably unbiased sources, and also make sure you are actually looking at the information corresponding to the depicted model T90 if I recall.
    Not T90A (stronger turret) or T90M or other 'pimped' models.

    That is not to say there are no problems with the T90 or M1 in the vanilla game.
    A.C.E. Advanced Combat Environment

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  3. #63
    CWR² Chief Beta Tester OMAC's Avatar
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    Quote Originally Posted by Beagle View Post
    It's due to lower gas pressure used in the 125mm cannons leading to lower muzzle velocity.
    Not every gun has the high muzzle velocity of the Rheinmetall L44/55 smoothbore gun...the kind of penetrator is not the factor, the DM53 delivers a higher penetration with a tungsten carbide rod penetrator. at 1750m/s But all that penetration power comes with a heavy drawback t that the russians don't want to share. The L44/55 M256 cannons have a very short lifetime of only 300(desert))-500(temperate) rounds....the russian lower gas pressure guns lasts longer following the soviet/russian low maintenance doctrine.
    Interesting! Thanks for the excellent info.

  4. #64
    Quote Originally Posted by Qazdar View Post
    @maturin

    During T90 tests, it sustained 7 RPG hits but stayed fully operational ...

    In the game 1 PG7VL to the tracks will disable T90.

    Why dont you shoot M1 using M256 ?

    And by the way, T90 is one of the most armored MBTs on the market.
    Of course it survived RPG hits. They were using warheads with 500mm RHA penetration. Once you get up towards 700mm of RHA, however, the T-90's frontal armor becomes vulnerable.

    See the following test report, released by the Russians and published on the premier Russian tank enthusiast page (Vasilii Fofanov):
    http://fofanov.armor.kiev.ua/Tanks/TRIALS/19991020.html

    All of BIS' tanks have stupid track hitboxes and health levels, and the problem is partly AI. They will bail out when the tank is still capable of moving to cover and fighting back.
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  5. #65
    @sickboy

    Yes ,i am talking about the original model;which has the kontakt-5 ERA and shtora-1.

    What's annoying me is why BIS chose T90's armor to be even weaker than the M1A1 ??

    I play warfare a lot and have seen T90 being disabled by various methods including the case where it's shot by stinger ...

  6. #66
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by Qazdar View Post
    @sickboy

    Yes ,i am talking about the original model;which has the kontakt-5 ERA and shtora-1.

    What's annoying me is why BIS chose T90's armor to be even weaker than the M1A1 ??

    I play warfare a lot and have seen T90 being disabled by various methods including the case where it's shot by stinger ...
    Yep and I often get shot out of the commander seat by autocannons inside the T-90. But I really dont get why BIS did choose a obsolete model (2009) in a game with so much prototypes and on the other side a Kamov thats so arcade overpowered that you have to feel ashamed to use it at all. In CO this imbalance even got worse considering al the BAF, PMC prototypes and still nerfed second row Takistani stuff (T55, BTR60, Mi24D etc.)
    Last edited by Beagle; Apr 21 2012 at 21:09.

  7. #67
    That's another subject

  8. #68
    While flying around I see those black/dark ground mask - never seen them before on default A2OA islands/maps. Is there a possibility to make them somehow less visible and noticeable? Another ugly issue is still in A2OA: those big light-squares that appear on places where light (+ fire) hits on the ground/terrain. With NVG one can see those light-squares on the ground/terrain....

  9. #69
    @NoRailgunner: Not sure what you mean with "those black/dark ground masks", but I had an issue earlier where TS3 would cause major problems in A2/OA if I enabled its "experimental DX9 overlay" feature, or something in that regard.

    Status on beta program? Haven't happened much in a long time.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  10. #70
    If you fly from S > N over water towards Chernarus the land is black/dark and switches to normal in close distance. That was not visible/noticable in earlier or stable builds.... didn't test if any of those FFAA/SMAA settings should make a difference. Guess is somekind of performance tweak but it looks bad. Think the other issue I mentioned will be hopefully solved with A3 new lightning? Another thing that maybe went unnoticed is that vehicles do have their dust of trail starting too early in front of them. Guess something more important is that AI should not use their binoculars if they are under fire or starting/within a battle.

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