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Discarding Sabot Module

#1
Idea is that you place a Discarder in the back of your shell which acts like a discarding sabot round would.
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#2
Currently, in FtD, sabot shells do not work as they do IRL. Sabot is basically like solid warheads or AP capped heads, but with less kinetic energy, more speed, and more AP. IRL, a shell which is AP head and backed by 2 sabot wouldn't get any benefit from the sabot, since the small diameter is what allows it to pierce armor so well.

I don't think this would be useful or relevant in the current game of shell mechanics.
(2017-04-20, 06:54 PM)Hikari Wrote: I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
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#3
Sabot rounds in FTD basically make the whole round into a saboted round, but this isn't very well depicted in the shells in flight, nor does the sabot visibly discard. Evidence being that it reduces the power of non-kinetic warheads to 25% - this implies that their volume is being quartered, which would correspond to their radius being halved.
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#4
High caliber sabot with fins, smoke, and inertial fuse is pretty good for confusing visual detection, and weakening lams and laser.
Fast, and accurate, and good damage after I emped away the shields too.
From the Depths english playlist starts here, before that it's hungarian:
https://youtu.be/Ltdx0yVI9cA?list=PLImar...ZokVtdBa73
MULTIPLAYER!

[Image: 6yFiDvF.jpg]
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