SPG DAMAGE

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Spectrium
Posts: 53
Joined: 2013-02-24 14:05

SPG DAMAGE

Post by Spectrium »

Stationary SPG has really slow rotation speed than it should be. It takes 3 minutes or more to turn it 360 degrees which is not realistic. Even if you disassemble and reassemble it again it would be more faster than this.


It has also long ready timer. It's nearly 30 seconds while TOW is 15 and AA is 5. It's pain to switch ammo types. Same for reload timer. Actually TOW should be more longer reload time than SPG because you only have to pull the empty shell and put the full one.


It's damage is horrible. Just 15 minutes ago i just used it against warrior(which can be easily exploded by 12.7mm bullets) from "REAR" with "HEAT" ammutinion it was not even burning or getting dissabled. Same goes for most of the APCs.
Also it's FRAG ammunition is not powerful as it should be against infantry. It's explosion radius must be bigger than standart rpgs.

(Here is the photos that i took the shoot lel :m1helmet :)

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Overall: SPG is a key asset for insurgency teamplay and have importance on asymetric warfare.


EDIT: SPG It has capability of 400mm penetration!!!11oneone
Last edited by Spectrium on 2015-07-25 18:09, edited 1 time in total.
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Fir3w411
Posts: 341
Joined: 2014-03-01 17:56

Re: SPG DAMAGE

Post by Fir3w411 »

Does anyone know how many hits it takes to kill an IDF Namer in the rear with HEAT rounds?

Today in Gaza I shot a stationary Namer twice in the rear and once in the side and it ran off not even smoking...
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"Sometimes you just gotta use torture tactics."
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: SPG DAMAGE

Post by viirusiiseli »

Fir3w411 wrote:Does anyone know how many hits it takes to kill an IDF Namer in the rear with HEAT rounds?

Today in Gaza I shot a stationary Namer twice in the rear and once in the side and it ran off not even smoking...
It's a tank with .50cal RWS turret. Weight 60 tonnes. Warrior's weight for example, 28 tonnes.
According to Brigadier general Yaron Livnat, they are more heavily armored than the Merkava IV tanks: "The weight saved by eliminating the turret was 'reinvested' in beefing up the armor.
Spectrium wrote:Just 15 minutes ago i just used it against warrior(which can be easily exploded by 12.7mm bullets
The basic armour provides all-around protection against 14.5 mm armour-piercing ammunition.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: SPG DAMAGE

Post by Pronck »

First of all I want to tell the people reading this that I spent quite some times on shooting SPG rounds in PR from the day it was released. I judge myself to be one of the better SPG shooters in the EU community, but not the best.

Turning Speed

The turning speed of the stationary SPG is ridiculous, it takes way too long to turn the bloody SPG around. While there is enough footage showing several rebel groups in Syria where they pick up the SPG including the tripod to aim at a different location. This being said, why would you spent a minute or more to completely turn around the SPG while you could lift it up and aim at the enemy.

FRAG Rounds

The frag rounds could use a bigger effect radius although they are quite nice as they are now, however one issue is that the FRAG is actually more letal to light vehicles in-game such as Humvees and LandRovers compared to the HEAT round.

HEAT Rounds

The HEAT round is inconsistent, it might have to do with the targets and the hitboxes. But I have instant kills on Warriors by hitting them on the turret, and in other cases it takes 4 to knock it out while hitting the turret.

The damage of the HEAT round is also questionable versus the Namer and Merkava. Maybe some research can clear up whether it should take more or less rockets than now needed to kill the vehicle.

Against light vehicles such as Humvees, LandRovers and logistics and transport trucks the HEAT rounds don't seem to be effective anymore. Many of my direct hits have failed to take out these vehicles while a FRAG round would mean an instant death to these vehicles. This has become an issue since the 1.3 release.

Overall it is not a bad weapon but especially the stationary version needs some tweaks and the damage model needs some research.
We are staying up!
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: SPG DAMAGE

Post by Jacksonez__ »

SPG weighs just 60 kg, as Pronck said, in emergency (or just convenient) situations it would be better to lift the tripod and tube up and turn it. Takes 10-15 seconds. I think you could even do it alone, just fucking jerk that shit to the direction you want it to point.

No point of having that slow-*** turning speed.
Against light vehicles such as Humvees, LandRovers and logistics and transport trucks the HEAT rounds don't seem to be effective anymore
HEAT would probably overpenetrate. Soft target, HEAT rocket goes through or stuff. SPG-9 (techie) is the best insurgents can get. It's damn powerful if it has good crew.

E:
https://www.youtube.com/watch?v=hFbSFsKvN9g

Took the crew around 10 seconds to reload the SPG. Changing ammunition type shouldn't take longer than 10-15 seconds in my opinion. Well, it's a crew after all. You are usually alone at the SPG.
Last edited by Jacksonez__ on 2015-07-25 21:36, edited 5 times in total.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: SPG DAMAGE

Post by viirusiiseli »

Pronck wrote:HEAT Rounds

The HEAT round is inconsistent, it might have to do with the targets and the hitboxes. But I have instant kills on Warriors by hitting them on the turret, and in other cases it takes 4 to knock it out while hitting the turret.

The damage of the HEAT round is also questionable versus the Namer and Merkava.
These values are from M1A2 but are quite well comparable to merkava since they're nearly the exact weight. HEAT uses chemical energy to penetrate. SPG-9's penetration is around 400mm of RHA.

M1A2 Against Chemical Energy
(in mm of RHAe)

Turret: 1,320 - 1,620
Glacis: 510 - 1,050
Lower Front Hull: 800 - 970

This essentially means you will never pen a merkava or namer with a round that has 400mm of RHA penetration. It should probably not do anything unless hit directly from behind or if it hits the optics or tracks etc.
B2P1
Posts: 215
Joined: 2014-07-31 20:53

Re: SPG DAMAGE

Post by B2P1 »

viirusiiseli wrote:These values are from M1A2 but are quite well comparable to merkava since they're nearly the exact weight. HEAT uses chemical energy to penetrate. SPG-9's penetration is around 400mm of RHA.

M1A2 Against Chemical Energy
(in mm of RHAe)

Turret: 1,320 - 1,620
Glacis: 510 - 1,050
Lower Front Hull: 800 - 970

This essentially means you will never pen a merkava or namer with a round that has 400mm of RHA penetration. It should probably not do anything unless hit directly from behind or if it hits the optics or tracks etc.
Chemical Energy, what?? It's just a shaped charge...

Chemical energy is like the bonds between atoms.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: SPG DAMAGE

Post by viirusiiseli »

B2P1 wrote:Chemical Energy, what?? It's just a shaped charge...
Exactly
The opposite technique to KE-penetrators uses chemical energy penetrators. There are two types of these shells in use: high explosive anti-tank (HEAT) and high explosive squash head (HESH).
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: SPG DAMAGE

Post by tankninja1 »

SPG tends to be a bit buggy sometimes. Sometimes its a one hit wonder others it is a BB gun, very pickey on where the round hits.
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Spectrium
Posts: 53
Joined: 2013-02-24 14:05

Re: SPG DAMAGE

Post by Spectrium »

viirusiiseli wrote:
The basic armour provides all-around protection against 14.5 mm armour-piercing ammunition.
- Full box of 12.7mm is able to destroy a FV510 Warrior from back and rear. No damage from front.

- One PG-9 HEAT destroy a warrior from front armor. It takes two from rear armor.



Also here are some info about SPG from the tests that i do in AL BASRAH today:


- It takes 90 seconds to turn 180 degree(from W to E)
- It takes 50 seconds to build (Even faster to build it than turning it 180 degrees)
- It has 15 sec reload / ready timer.(It's a mechanical weapon. I think it should have less reload and ready timer than electronic instruments for like 10 seconds)

Rest with pg9 spg(400mm) and pg7v rpg(250mm) HEAT:

-pg-9 73mm / pg7v 88m

- CHALLENGER FRONT ARMOR: 24 pg-9 shoots / 14 pg7v shoots. (I couldn't believe spg results so i checked it twice. It took plenty of time.)

- CHALLENGER REAR ARMOR: 5 pg-9 shoots / 5 - 6 pg7v shoots. (it takes 5 shoots to critically damage which will explode if not repaired. 6 shoots to complete wreckage)

- WARRIOR FRONT / REAR ARMOR: 1 pg-9 / 2 pg-9 (I didn't check for rpg. Also it takes 3 og-9 frag SPG from rear.)
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qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: SPG DAMAGE

Post by qs-racer »

if it needs more shot from rear than front, there is a problem on the Warrior material.
Spectrium
Posts: 53
Joined: 2013-02-24 14:05

Re: SPG DAMAGE

Post by Spectrium »

What if it takes more shoots than rpg from the front of a challenger? Or same shoots from rear?
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B2P1
Posts: 215
Joined: 2014-07-31 20:53

Re: SPG DAMAGE

Post by B2P1 »

viirusiiseli wrote:Exactly
Oh now I get why they call them chemical energy penetrators. It's just because it's an explosive round. But the actual penetration is not chemical energy, that's kinetic energy (molten stream of copper).
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: SPG DAMAGE

Post by UTurista »

Pronck wrote:But I have instant kills on Warriors by hitting them on the turret, and in other cases it takes 4 to knock it out while hitting the turret.
Spectrium wrote: - WARRIOR FRONT / REAR ARMOR: 1 pg-9 / 2 pg-9
qs-racer wrote:if it needs more shot from rear than front, there is a problem on the Warrior material.
There's indeed an issue with the warrior, the glass material does more damage than it should, causing the 1HK, it's now added to the bug tracker and thank you for the report.

Regarding damages here's the correct values, for the front/side/rear armor against SPG-HEAT:

Code: Select all

Front - 845 Hp
Rear/Top - 1137.5 Hp
Sides - 1137.5 Hp
Tracks - 1040 Hp
Hull - 1137.5 Hp
Also, Warrior has 1300 HP of health and "tracking" may happen after 80% damage.


edit:
To save time you can find these values in 2 ways, one is to enable "rcon debug vehicles" and spawn the vehicle you want to be the target and the vehicle/kit you to test with.
Once you fire the first shot, board the target vehicle and a debug message should appear in the left top corner:
<your name> <vehicle's name> <lost health> <health in percentage>
From those values you can get the damage per projectile/shell/missile/whatever, the health of the vehicle and how many will be needed to kill and/or track.

The second option is to look throught the tweak files and get the correct values, more information here.
Last edited by UTurista on 2015-07-26 14:07, edited 1 time in total.
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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: SPG DAMAGE

Post by Jacksonez__ »

Is it possible to script SPG reload faster if there are like 2 people (you+1) within 1-5m of the SPG? Simulating a crew reloading the bazooka. Could be fancy for TOWs too.
Spectrium
Posts: 53
Joined: 2013-02-24 14:05

Re: SPG DAMAGE

Post by Spectrium »

Thanks for the advice Uturista. I wish to check that method on spg with tanks.

Jacksonez__ wrote:Is it possible to script SPG reload faster if there are like 2 people (you+1) within 1-5m of the SPG? Simulating a crew reloading the bazooka. Could be fancy for TOWs too.
I don't think it will take more than 10 seconds to reload it. It does not need any speciality but sleight of hand. :)
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fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: SPG DAMAGE

Post by fatalsushi83 »

EDIT: Any chance turn rate will be increased devs?
Last edited by fatalsushi83 on 2015-10-03 07:09, edited 1 time in total.
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