Replace the MKb 42 in Moscow with a G41 W with scope

Never seen it in a game, so as never expierenced as T-50 main. On soviet side i never was killed in the front on my T-50. Never. So i don’t know what are you talking about, Pak’s never 1shoted me, maybe killed some of the crew. Even Pz 4E suffers to penetrate this armor. I can’t just remember when i lost a tank-tank duel
Pz38t is just a food for T-50. Never struggled againt them
BTW both hull and turret are fully “red”, and shooting red parts - in counterlogically

В лс?

More bullets means more chances to reg. quite simple.

Because those were muppets who were trying to kill you. When you face a skilled player you will find out that T-50 ain’t that good as most of them think.

But it can. With ease. Just learn where to shoot.

lol what

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Way too much babbling to read everything so I’ll answer op directly:

No.

Because I like it this way. And because Moscow is somewhat balanced already. So Exept to remove an anachronism, there’s no reason whatsoever to remove/replace it. Not from a gameplay value at least.

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Or, and hear me out here, since you want numbers, you could do the math. I’ve made a pair of bold claims here

That you could argue against by using your numbers.

You haven’t attacked my argument or made any of your own, just whined that you don’t think mine is good enough.

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Yeah, sure, network connections and hardware being identical and server loads being nominal, more bullets fired toward a target means more chances to hit.

But if more bullets being fired means the already overloaded server can’t track everything fast enough, and my connection is faster than yours, and my hardware sufficiently more powerful, I can shoot at you, watch the hits happen, and then watch you kill me because the hits only registered with my client but the server didn’t see them before you shot me. Happens to me at least once every few games, noticeably more often on moscow and berlin.

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Even if the server is offline and you played the game with toaster = More rof = More chances to hit.

Hitreg is server sided not client sided so the higher rof again is in favor of you. You have 10 rounds in air while the BA user has 1 even if the tickrate of server was measured in hours rather than milliseconds you still have by far higher chance to get more regs than the BA user.
Especiatly if you have better hardware than your opponent you are capable to send by far more packets to server than your enemy with the toaster.

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This supports my argument, not yours.
most PC users MOBO probably has gigabit hardware, but not all users have gigabit network connections. Yeah, I’m sending a lot of packets. But that’s a lot of calculations for the server to handle, and if you’re sending fewer shots, bam, hitreg desync.

I have shot at germans with the PPSh, in CQC, watched the blood splatter from their digital faces, only for them to body me with a K98k and keep moving, so I’m having trouble accepting your argument. I don’t have recordings though, so we’re at an impasse.

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So your saying that due to your “Better hardware” server magically loses 100 of your packets but receives 1 from toaster ?
So if I buy 8bit Amiga 300 I have IDDQD ? You sir definitely know how server sided hitreg works.

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One of us doesn’t, but I don’t think it is who you think it is.

So, a scenario, server side hit registration
Player A with .5Gb connection, player B with .2
Player A shoots at player B, player B shoots at player A.
Server has to calculate player positon, movement, where the shots were fired, where they were aimed, and figure out who was hit and when. Player B wins, which sounds like nonsense, but it’s not and here’s why:
Latency and packet loss. Player B has a slower internet connection, but is communicating with the server faster because their latency is lower. Player A could have fired 71 rounds from a PPSh at B, but the server lost the packets including the shots before B fired, resulting in B’s bolt-action rifle winning the day. It doesn’t matter how many packets I send if they get lost because the network and server hardware for the game is overloaded. Hardware specs have some influence on this, but not as much as I might have indicated, and not as much as you seem to think they do, or we wouldn’t be allowed to play cross-platform with old-gen consoles.

There, fixed my argument.

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Yeah that could have been the case back in 1995 but today, no.
Every shot has timestamp if you fired at 10:04 and your opponent fired at 10:05 you won regardless of latency ( this is one form of lag compensation to ensure smooth gameplay )
Latency is exactly that how fast your packets goes to server, nothing else.

Also theres a maximum amount of packets you can send, if your connection / hardware can take most out of the packets and the enemy cant the server favors you.

with which tank because panzer 3J can 100% do it

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So, and does it work? Do tankers inside turret dies?
Because, even green doesn’t mean that someone may die after the shot.
it is just a critically important to instakill gunner in the turret, otherwise T-50 kills your gunner, and you can’t counter it at all after that.

i can’t see who dies because this is practice field but yeah i know that green doesn’t mean damage i use tanks that carry the 75mm m3 cannon

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I’ll check later
I just heard a lot about this mask place, but as far as i heard, it is as random as jumbo’s turret, it might take several shots to kill the gunner. And I can’t afford to shoot more than once.
On the other hand, I never had a problem,to instakill PZ3J gunner. I’m still more soviet side player in the Moscow, so i’m know a little about playing on the axis side there

Always works. And 75 mm on Pz IV E kills most of the if not the whole crew in the turret. So only driver remains.

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You were right from the get go btw
He’s gaslighting you

SMGs across the board suffer hitreg issues, some more noticeable than others.

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just give Germans ppsh too PPSh-41 - Simple English Wikipedia, the free encyclopedia
https://i.imgur.com/4YqrD3B.png

I’d much rather them getting a soumi with 50 round quad stack mags

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