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Dead or not dead?

Dead
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LIVE!
- 4 (50%)
Eh. Dont care.
- 0 (0%)
Asea, you lazy git...
- 4 (50%)

Total Members Voted: 8


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Author Topic: Department of Armaments-Weapon Design Game-Dead. Please Lock.  (Read 104542 times)

coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #810 on: November 18, 2015, 09:08:09 am »

2.8cm sPzB 41.

That's an impressive gun. Apparently, At 100 meters (and no impact angle), it could penetrate 75mm of armor. It seems to have been used a good bit for surpise ambushed on tanks, due to the 500 meter max effective distance with AP shells. Fragmentation shells had a max distance of 1000 meters.

I got that info from the "Ammunition" section of the wikipedia article linked by tryrar, as seen above.
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #811 on: November 18, 2015, 09:38:42 am »

Only downside to squeeze-bores is they absolutely require some pretty precise and high-quality manufacturing as well as tungsten-cored ammo with a squeezable soft metal flange to work properly. Other than that, yeah, squeeze-bore is the perfect thing to get smaller caliber guns to have almost as much penetration as their bigger cousins.
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #812 on: November 18, 2015, 11:22:55 am »

Squeeze-bores have short service life, 500 rounds before the barrel was worn out.

I like the idea of large a revolver rocket grenade launcher, some thing like Milkor MGL crossed with a panzer fist.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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coleslaw35

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #813 on: November 18, 2015, 01:32:55 pm »

Squeeze-bores have short service life, 500 rounds before the barrel was worn out.

They would likely be destroyed in combat before they would reach that limit. Even so, the barrel could just be sent back as scrap metal to melt down and a new one can be sent back to take its place. Besides, Such a small gun able to penetrate such thick armor definitely seems worth it. Not currently, of course, considering our POAC-Hs are more than enough to deal eith our oponents' current vehicles/tanks. However; we could possibly look into it a tad more when the need arises, likely to be in the mid-later half of WWII when German's heavy tanks become a bit more numerous.



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I like the idea of large a revolver rocket grenade launcher, some thing like Milkor MGL crossed with a panzer fist.

That sounds really impractical and too complex to easily produce. The weapon would have to be really big or the rockets would have to be really small. The first option means we make something that can't be easily used/transported as an infantry weapon and the second option would mean that the rockets would be too weak to do much damage.
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Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #814 on: November 18, 2015, 01:43:41 pm »

As for an AT gun, since we have SOME experience with rockets, we might go for a bazooka. Or we can go for a portable squeeze-bore AT rifle like the 2.8cm sPzB 41.
The 2.8cm sPzB 41 looks line a fun weapon; I wonder what would happen if we fitted it with a sniper scope... :)
Bazookas, however, are still out. Although the shaped charge concept has been around for a couple of centuries, the first HEAT warhead and launcher to be used was the British No. 68 AT Grenade in 1940 (at about the same time the Germans used shaped charges to take out the Belgian Eben Emael fortress).

Anyways...
You guys were talking about a tank? How about we collide this light tank with this slightly too futuristic one, see what comes out and degrade it to 1937 standards?
Spoiler: Beachmaster tank (click to show/hide)
« Last Edit: November 21, 2015, 05:52:43 am by Maegil »
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #815 on: November 18, 2015, 02:02:43 pm »

Huh, I like it! Combined with that new tank engine I came up with and we have a real winner.

Spoiler: Proposals (click to show/hide)
« Last Edit: November 18, 2015, 02:06:51 pm by tryrar »
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #816 on: November 18, 2015, 03:37:40 pm »

I've added a few things to your proposals:


Spoiler: Proposals (click to show/hide)
« Last Edit: November 19, 2015, 10:22:00 am by Maegil »
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #817 on: November 19, 2015, 11:55:16 am »

Heh, I think we should start voting on things, otherwise we'll have like 30 proposals to vote on by the end of this :P


Vote for D1.1, D3.2, D.4, D.11, C.1(rename to Naval armaments, since that's clearer on what it produces),C.2, C.3, C.4, F1, F2.2, F3.1, A.1, A.2, A.3
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Funk

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #818 on: November 19, 2015, 12:55:20 pm »

Voteing for:

D.1.2, D.7.3, D.8, D.11
C.1, C.2, C.4, C.5
F.1, F.2.2, F.3.1, F.4
A.1, A.2, A.3
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #819 on: November 19, 2015, 01:41:19 pm »

In my opinion, the highest priorities for this turn are a landing craft (since, otherwise, we cannot even attempt to fight on our occupied island), an artillery piece (since we only have the mortar otherwise) and the electronic improvement (since we already have too little electronics production, and we're not even putting any radios into our vehicles - and we're going to need more and more and more).

With that in mind, I am going to vote for:
D.1.1: Landing Craft NLAC M1937
I am voting for the larger variant since we are not going to have to do an opposed landing for now, and due to the added efficiency due to size.
D.3.2: 105mm SPG (POAC-B-based) and carriage
Mostly due to the carriage, which will allow our 105mm guns to be used in the AA, AT and artillery role.
D.9: Electronics production improvement
We need more electronic parts. More, and more, and more.
D.8: Air-launched rocket
That's less of a priority. It gives an additional punch to our planes and additional experience with rockets.

C.2: Engineering School
We need more engineers.

C.3 Naval Academy
We need more sailors.

C.4: More defenses
Invade us once, shame on you. Invade us twice, and we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender.

C.5: Electronics Factory
Did I mention more electronics?

Yes to F.1: Women workers.
We need more people. Unless the council doesn't want it, of course...

Yes to F.2.2: Send the MM1911, MM1902 to spain and T-18 tanks to museum
Clearout sale! Makes bookkeeping easier, and we don't really use it anymore. And maybe, just maybe, the council will give us some factory lines back.

Yes to 3.1: Send Nagants to Brazil
Sure, why not? We're already at war.

Yes to A.1: Get more immigration
Definitely.

Yes to A.2: Nagant Suppressors
Sure.

Yes to A.3: Nagant Ammo for Brazil
Sure.

Spoiler: Voting List (click to show/hide)
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Maegil

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #820 on: November 19, 2015, 01:59:43 pm »

D.1.2 ALC1 Assault Landing Craft (MGs and Mortar, smaller)
We might not need to fight our way in - this time. Then again, the council might say we only need one type, so I'd rather have one both more destructive and more expendable.
D.7.2 As above, but in 7.62x39mm
For the sake of standardization, including internationally with the rest of the COMINTERN.
D.9 Electronics improvements
Our electronics industry might be growing, but its methods are still too rudimentary.
D.11 Beachmaster Tank
Tank goodness

C.2 Engineering School
More engineers are always a good thing. We also need basic scientific research in physics, chemistry and electronics, I wonder if this is the right place.
C.3 Naval Academy
That's the bow, that's the stern, and those are rocks - keep off them!
C.4 Build defenses on all harbors, starting by the main island (multiple turn project)
Funny how everybody suddenly agrees this is a priority...
C.5 Build new 4-line electronics factory
Our needs are only going to grow, probably exponentially. I hope we somehow manage to keep up.

F.1 Allow women workers in factories and as engineers
Для людей! Let us not get in the way of our women proudly putting their abilities to use for the betterment of our beloved country - it's their country too. Patriarchalism is a sign of decadent bourgeoisie.
F.2.2 As above, but keep the T-18 (and a few of each gun) and put them into a museum
For the sake of future generations, and our bookkeeping.
F.3.1 Send almost all Nagant M1895 revolvers and ammo (and suppressors if available) to the Brazilian Communist Party
I have no idea whether or not did we have anything to do with that fascist Salgado Plínio's death... butas far as I'm concerned, good riddance, and I hope our Brazilian comrades will put these to good use in wiping out the rest of them.
F.4 Production
We had empty production lines! we also have enough refueling POACs, let's make a few mortar ones.

A.1 Get more immigration

Send us your poor, hungry, your unwanted (especially if they're scientists or engineers, thank you very much), and we'll show them what a Socialist Utopia our beloved nation is... Unfortunately the "voyage of the damned" won't happen for another year and a half.
A.2 Get 500-690 suppressors for the Nagant M1895 revolvers (before F.3)
So our brave Brazilian comrades can have a better chance of escape after slaying fascist pigs.
A.3 Get 4 more ammo units for the Nagant M1895 revolvers (before F.3)
So our brave Brazilian comrades can slay even more fascist pigs.

Spoiler: Voting List (click to show/hide)
« Last Edit: November 19, 2015, 03:06:19 pm by Maegil »
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #821 on: November 19, 2015, 02:00:52 pm »

Seriously guys, we need better engines. We can do an air-launched rocket next turn, but we have several designs that could benefit from higher-powered engines.
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

3_14159

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #822 on: November 19, 2015, 02:09:17 pm »

Seriously guys, we need better engines. We can do an air-launched rocket next turn, but we have several designs that could benefit from higher-powered engines.
You're right. I'm switching my vote from rockets to the new engine.

Also, let me reiterate that I believe the electronics improvement to be the most pressing issue right after the landing boat.

Spoiler: Voting List (click to show/hide)
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StrawBarrel

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #823 on: November 19, 2015, 02:20:04 pm »

Hey guys,
Spoiler: Non-Factory Buildings (click to show/hide)
If I'm reading this correctly, then we should now have 4 A's, 3 D's "with advantage" and basic 5 D's for a total of 8 design project, and still 4 C's.
Given our personnel:
Spoiler (click to show/hide)
I think it might be possible to have 5-6 design projects without sacrificing the quality of work if we assign people wisely.
---
As of now, I think it would be best for everyone to keep 4 votes in design and then to decide how many projects go through with during the team assignment phase. What do you people think?
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tryrar

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Re: Department of Armaments-Weapon Design Game-End of 1937-What this, Invasion?!
« Reply #824 on: November 19, 2015, 02:43:59 pm »

Also: Guys, we need to either build a line or retool a line for our new 130mms. Since we appear to not be building one, can someone come up with a tooling list that includes them?

Edit:Looking at the tooling list, LA4 line 4 is empty. Tool that with the new 130mm hammer.

Edit Edit:Reposting current tooling for easier use:

Spoiler: Tooling (click to show/hide)

Bold is my addition for the empty line
« Last Edit: November 19, 2015, 02:59:36 pm by tryrar »
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.
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