Vehicles and Weapons of WWIIOL - A WIKI Primer
http://www.battlegroundeurope.com/index ... iol-primerVehicles and Weapons of WWIIOL - A WIKI Primer
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12345(10 votes, average 4.20 out of 5) Written by DOC
Thursday, 12 November 2009 11:06
Battleground Europe has many WWII combat vehicles and weapons that all have unique abilities and performance. Sometimes players don't fully understand these unique attributes, leaving them with often inaccurate expectations of how they will fare in battle if it's assumed that everything performs based on being equal. In fact, every weapon performs relative to each other based on how they are different, and not how they are similar.
Tanks for example, all have their amor protection and anti-armor gun performance based on what they actually had, and not based on each side having the same thing in a different colour. This is because the real weapons and vehicles of WWII were different from each other and we draw on these differences to model them. We want them to behave like the real thing in as many ways as possible.

In this transparent render of a StuG.IIIg, you’ll note that the front isn’t just a single thickness rather a complex arrangement of different plates, the thickest of which is 80mm, with additional plates overlapping the main ones. This is why frontally StuG.IIIg’s are tough nuts to crack. While the different colors pictured above represent different thicknesses of the object properties, they aren’t a fixed colour/thickness value for all tank models. They vary in range relative to each plate, not each vehicle, from thickest to thinnest. You can see the thickness values of each vehicle as they are modeled in the game on their relevant WWIIOL: Battleground Europe WIKI pages.
The same approach is done with aircraft, trucks, armored cars and so on. While the damage model is particularly useful in helping tankers defeat enemy vehicles by matching gun power to armor thickness, pilots will find valuable information in the WIKI as well. All pilots should know that fires, or ammunition explosions are also based on where the fuel tanks or ammo is located on the aircraft in question. You might wonder why you’re not flaming enemy planes like everyone else seems to be able to do, and the answer is you’re either missing more shots than you think or that you’re not hitting the fuel tanks very often.
Aircraft are modeled with attention paid to the engines, fuel tanks, ammunition, crew, coolant radiators (where applicable) and oil coolers. Landing gear, flaps and control surfaces in addition to protective armor, guns and other significant objects like radios and oxygen tanks are also included and factor into the consequences of coming under fire. Propellers are attached to geared airscrew governors on the front of the engines. Some planes have armor protecting not just the pilots but parts of the airframe and engine. However, some do not. The above transparent render example is of a Bf110F-B heavy fighter jabo bomber.
The Battleground Europe WIKI is filled with information that can help players to understand better how to play. For example, while the front of a StuG.IIIg is fairly effectively armored to withstand at least a few hits at 80mm thick, (depending on what is hitting it of course) the sides are a lot thinner at 30mm and able to be penetrated by much less dangerous AT rounds. And that the Supermarine Spitfire Mk IXC enjoys a climb rate unmatched by any other plane in the game, but this same feature can catch an unwary pilot off guard and cause a blackout in a high speed turn or pullout, allowing his enemy the opening to bring him down. If you have never been to the Battleground Europe WIKI pages, make a point of doing so. There is a great deal of useful information to be found there.