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  1. 6 points
    umlaut

    Interview of a Waffen SS Soldier

    I am not offended, but that is just plain wrong. Yes, communism is surely a totalitarian extreme of socialism. But fascism has got nothing to do with socialism.
  2. 6 points
    Heirloom_Tomato

    mortar response time

    Adding to what @IanL said, there is a small circle in the bottom right hand corner of every artillery or air asset representing the C2 level between the unit calling for the support and the artillery. The darker green the circle is, the shorter the call time will be. If the little circle is yellow, orange or red, expect very long call times.
  3. 6 points
    IICptMillerII

    Combat Mission AAR: MSR Titan

    The Bridges (Cont.) Then the infantry make contact. An enemy radioman is spotted moving between the buildings of NAI 6 up on the ridge. A Bradley from 2nd platoon spots the movement and pumps some 25mm HE rounds into the area. As 1st squad cautiously advances closer to the buildings of NAI 12, they draw fire. A casualty is suffered, and the squad goes to ground and begins returning fire. A sharp firefight breaks out. The infantry returns fire as tanks are brought up to pump coax and .50 cal fire into the buildings. A few enemy RPGs are fired at the tanks, but none hit. It’s a race to see who can build fire superiority and win the fight. A fire mission is called in on the buildings up on the ridge on NAI 6 to help suppress/destroy the enemy infantry there. Abrams along the MSR pump HEAT rounds into the buildings of NAI 12 and quickly help me gain fire superiority. With the enemy forces near the MSR either destroyed, suppressed, or under direct observation, I move 2 Abrams across Bridge 32 to strongpoint the other side. They take no fire and encounter no obstacles on the bridge or the far side. I now have possession of both Bridge objectives. I’ve spoken too soon. Scout team 2 moves up along the left (North) side of the bridge, only to discover what appears to be an entire infantry platoon in foxholes down in the gully directly next to the bridge. The scouts take a casualty before returning fire. This is a curious threat. It doesn’t pose any direct threat to vehicles moving across the bridge, though I can’t just leave it be. The enemy infantry could mount a suicidal yet potentially damaging attack from this position so it must be dealt with. The scouts Bradley moves up to put direct fire down into the enemy foxholes. It is only able to get a few bursts off before it is hit and knocked out by an RPG. Luckily, the crew survives and are able to bail out. Further, the Bradley is not on fire, so there is little risk to the scouts in close proximity. A moment later, the scouts return fire with their javelin, vaporizing one of the enemy foxholes. I decide to risk moving a tank forward to put fire into the gulch. I have the tank move forward just enough to only spot one of the enemy foxholes and give it a pause command of 20 seconds. After which the tank will reverse. The maneuver pays off, the tank is able to lay down coax fire and causes a casualty before reversing to safety. No RPGs are fired. The tank repeats this maneuver and is soon joined by a wingman. The wingman performs the same maneuver but from a different vantage point. They fire both coax and main gun rounds into the foxholes down in the gulch. 1st squad, 2nd platoon takes up a position overlooking the enemy in the gulch. They add their fire to the two tanks, and the enemy position is quickly destroyed. 2nd platoon continues to slowly advance on the buildings of NAI 12. A few enemy infantry make their presence known, but they are quickly bombarded by both small arms and 25mm fire from my infantry and Bradleys. One of the Bradleys fires a TOW into a building, destroying it. The resistance in NAI 12 is rapidly diminishing and the area is soon cleared. Some stragglers are seen milling around NAI 6 and are sporadically engaged by both Bradleys and infantry. The stragglers appear to be shellshocked and disoriented, wandering around with little semblance of order. At this point I think it is safe to assume that any threat posed by enemy units on NAI 6 has been neutralized. As final insurance, another short but sharp fire mission is called in on the rubble of NAI 6.
  4. 5 points
    IanL

    Interview of a Waffen SS Soldier

    Yeah I have a real problem with this. The acts in question were unacceptable in the world at the time. Yes, I am aware that dogmatic leaders used mass murder regularly then but the vast majority of actual citizens were well aware that mass murder was not an acceptable practice. LOL the power of political correctness? That is hilarious. It has very little power - next to none. It is the very people butt hurt over having to perhaps consider other people in their day to day life that have elevated the idea that some how political correctness is some big bad evil thing. Good lord.
  5. 4 points
    Another thread heading for a lock. @DougPhresh as you see those types of threads developing just ping someone at BF. Easier than trying to argue with someone. Just have Steve shut it down.
  6. 4 points
    Zveroboy1

    Interview of a Waffen SS Soldier

    I suggest you read The Nazi Seizure Of Power by Sheridan Allen. You'd perhaps notice that the SPD (Sozialdemokratische Partei Deutschlands) which believed in class struggle, was not revolutionary but pro republic and democracy was the main opponent of Hitler within Germany alongside the communists and how as soon as he got in power, Hitler shut down all the socialists newspapers, sent its members to concentration camps before finally banning the German socialist party altogether in 1933. Meanwhile the nationalists and the middle class flocked to Hitler in droves. So besides the name NSDAP (and if you follow that logic the Democratic People's Republic of Korea is actually a democracy) and a couple of tactical populist measures designed to appeal to the working class and which mostly failed, fascism had fundamentally very little to do with socialism. The same was true in Italy and Spain with Franco. And if totalitarianism in its various forms be it fascism or stalinism have a lot in common in practice, the horseshoe theory might be a good explanation, but in any case they both reach this end state by following completely different paths and with fundamentally opposed ideologies.
  7. 4 points
    Raptorx7

    Interview of a Waffen SS Soldier

    True enough, these usually don't go anywhere for better and worse. I didn't mean to imply you were a Nazi fanboy, just that you are using some of the arguments I see everywhere.
  8. 4 points
    Has military history gotten so bad that we've moved on from Clean Wehrmacht revisionism to Clean SS? Forget about the Eastern Front for a second, their crimes there are too numerous to count. 2 SS Panzer was late arriving to action in Normandy because they stopped to massacre entire villages. Anyone thinking of defending the SS should read Ordinary Men. As for what soldiers knew and thought, the British secretly recorded them in POW camps. Far from "not knowing" and "believing in defending home and hearth" their recordings show them casually discussing war crimes, the extermination of the Jews, rape and murder. It caused a sensation in Germany when published because it shows all of those lies for what they are. Soldaten
  9. 4 points
    Interesting to see that I’m not the only one who thinks this way. Especially when playing against a stronger player, or one who has the stronger side, as we sometimes see in CMSF2 or CMBS, I decided some time ago to play more to deny the enemy an outright win than to try to win myself. And in some truly tough battles, eking out a draw can feel like a huge victory from my standpoint. If I exceed my expectations, so much the better, but not winning is not an automatic disappointment.
  10. 3 points
    sburke

    Irrational Behaviour

    I am not sure I understand the logic flow here. Previously you commented on the fact that the TAC AI in CM is really complicated to the point you surely wouldn’t want to do it. Then you suggest BF could easily answer questions relative to the TAC AI. Which is it? what exactly would you have them answer that would change your mindset about “supporting them”? I can tell you now as a beta tester I submit behavior to BF that “looks” wrong with as much hard data (saves and the like) as I can get. Charles then looks at it and builds a patch and says have at it. I do not expect more than that as frankly I wouldn’t understand it. I can only test and see if it seems to have worked. Testing AI is a pain in the butt as you also have to consider unintended consequences which is one reason BF is so slow to address these. As it is none of this has stopped me from playing and dabbling in design. I am honestly pretty tired haranguing folks to stop just harping on behavior to provide saves and not just comment and yet 90% of these threads are completely useless to helping isolate what might be going on. People point to one item, assume that is it and then assume because they guessed at it presto BF should fix it. I am still on the fence on this particular issue simply because something about it seems very specific but it hasn’t been nailed down yet. For example if it turns out it is specific to something baked into a map, which maps? I expect this one is going to be around a bit yet. Nature of software. In a game this complicated if you assume you will get easy fixes and easy answers you are doomed to be disappointed. Yeah it sucks, but as someone who troubleshoots software issues a lot, it is how it works. (And the software I troubleshoot isn’t even this complicated).
  11. 3 points
    Ok, I've been able to duplicate this and posted on the beta forums to have someone (or two or three) double check me. Also a couple thoughts on the specific situations that are happening (I'll hold that for now until I'm sure or someone confirms what I think I'm seeing).
  12. 3 points
    Excellent, thank you and defenitely a route to follow - hotfixes have been dearly missed with Battlefront in the past.
  13. 3 points
    MOS:96B2P

    Combat Mission Vietnam?

    A few more screenshots. A view from the command chopper.
  14. 3 points
    Minutes 14 and 15 A VERY busy couple of turns, so bear with me. Axis Bravo The action starts on Axis Bravo with the AT Team at the farmhouse... this team has been here since very early in the action and has been patiently waiting their turn to contribute... they spot one of the BMPs at Red Ridge and are finally able to fire the RPG they have been toting around.... (the following image was at the end of Turn 14)... Their patience was rewarded... my guess is that this BMP was not as Hull Down as Ian thought it was. The situation at the Farmhouse has my AT team withdrawing under enemy fire... but overall.. with @IanL losing two BMPs in this sector he seems loath to advance with his armor... he does have a couple infantry teams moving into this AO though... so that could get interesting. My forces here are very thin now... Axis Alpha The infantry team in Blue Gully knew the enemy team was there... they did take two grenades (no injuries) and returned one... after a brisk firefight that lasted over three minutes the enemy team was down two and I had also taken two casualties from the only active shooter Ian had left... But then I took an additional casualty and this team was broken. One quick word... this team was kind of unsupported.. even though they had a powerful BTR backing them up, it could not spot, and because they were out of C2 it could not apply Area Fire on the ridgeline throughout this action... so the rules really bit me... a realistic result I think. A quick nod of the hat to Ian here as he bested me in the first infantry on infantry duel. Meanwhile... BTR-1 took a partial penetration, but damage was very minor. The shooter was a BRDM that had crept almost to the Gully Intersection The damaged BTR then withdrew behind the crest and into safety... BTR-2 finished of the BRDM in the treeline that it had hit hard last turn... This was followed by BTR-1 quickly getting back on Blue Ridge, a little higher this time so it could attempt to get eyes on the BRDM that just fired on it...instead, it spotted another BRDM right behind... Its end was mercifully quick and at the end of the turn this BRDM was smoking in the gully... BTR-2 then spotted and fired at the BRDM that got hit a few turns ago... I am calling this one BRDM-1 as it was spotted first.. the other BRDMs in the Red Gully are numbered in the image below in the order in which they were spotted... BRDM-2 is the bastard that shot up BTR-1... BRDM-3 is the vehicle that BTR-1 just killed in retaliation... what I suspect is another BRDM (BRDM-4) has yet to be spotted, but I know where it is... so there are now two dead BRDMs in the Red Gully... and one in the woods across the road near the bridge. Ian must be reeling... But the action was not finished yet! BTR-3 spotted BRDM-2 (probably spooked by the death of BRDM-3) back out of the Red Gully.. it took several hits then disappeared from view... is it dead? Right at the end of the fifteenth minute BTR-1 took several hard penetrations from what must have been (BRDM-4)... that one hurt, there was one casualty, panicked, but at least for now.. it lives... Note that I don't think this BTR is Hull Down to BRDM-4... that's the cost of creeping further up the ridge in order to spot the lower BRDM better. Axis Alpha SITMAP Apologies... in the following Situation map I label three dead BRDMs in the Red Gully.. but really I only know of two kills in the gully at this point in the action. BRDM-2, if not dead is seriously compromised though. I moved the ZSU to hopefully get eyes on the infantry or a BRDM or two in the Red Gully.. it is in C2 by the way. FULL SITMAP
  15. 3 points
    danfrodo

    Interview of a Waffen SS Soldier

    how what has always started? Fascism?? starts w political correctness? Totalitarianism? what is it that starts with 'political correctness'? My definition of political correctness is "if it offends me, it's offensive! if it offends you, it's political correctness". Yes, there's folks that uber sensitive and don't like this or that, and they whine a lot. But they aren't the ones that take over governments and start jailing, beating, and killing people they don't like.
  16. 3 points
    37mm

    Combat Mission Vietnam?

    The mod package is for scenarios set in a fictional country. Either way, here's another look at what we've come up with so far...
  17. 3 points
    aus3620

    Interview of a Waffen SS Soldier

    I would caution against being too critical or morally aloof from the rank and file axis citizens of the time. IMHO the lesson of this time is that even a good, hard working, intelligent, largely Christian population can be swept up in the emotion and propaganda of the day to commit acts, in good faith, that are unacceptable to today's western liberal world - although the western world cannot claim innocence in this regard. This chap was 17-19 years old, his worldview would have been one not too dissimilar to our own at such an age re defending country and folk. If you are interested in examining the motivations of ordinary people in extraordinary situations in WW2, have a look at: Ordinary Men by Christopher R. Browning In our age, most people seem unable to push against the power of "Political Correctness", let alone the over-whelming power of the Nazi's on the average citizen.
  18. 3 points
    MOS:96B2P

    Combat Mission Vietnam?

    A Southeast Asia type mod created by @37mm. On a map created by @Sgt.Squarehead. Pretty cool.
  19. 3 points
    Yeah, that's one of the reasons I never cared much for "tournaments", especially back in the old days of CM1. A lot of those guys were so arrogant an took playing way to seriously. I don't like losing but I enjoy the stories that can come from a good defeat just as much as from a killer win. When I play as a weaker side, like Syrian Combatants or Italians, I adjust my goals to causing as much hurt as I can. If I knock out a few good tanks and rack up a couple dozen bodies, I consider it a "win" even when I get my ass handed to me. LOL. Expectations, brother! Mord.
  20. 2 points
    General Liederkranz

    Irrational Behaviour

    Just out of curiosity, I loaded the Roadblock scenario to test in 3.12, 4.0, 4.01, and 4.02. In each case, I selected 1st Squad and "Quick" moved it up to the tile to the left of the gap in the hedgerow, as @domfluff suggested to replicate the problem. I did this 6 times in each version. In every case they came under fire (MGs, small arms, and usually off-map mortars) and took casualties. I ran each scenario until the squad evaded, until its members were all casualties, or until the scenario ended. 3.12: Once they stayed for the entire game. In the other 5 cases they evaded (either Fast or Slow) away from the hedgerow, back into the friendly field. 4.0: Once they stayed put for the entire game. The other 5 times they Fast or Slow moved back from the hedgerow. So exactly the same as in 3.12. 4.01: 4 times they never fled (even with only 2 members left in one case). The other 2 times they evaded forward through the hedgerow gap, and then to the right along the hedgerow to the corner. 4.02: 5 times they never fled (in one case they were wiped out entirely). The other 1 time they evaded forward through the hedgerow and then right to the corner, like in 4.01. This is obviously a small sample size and not nearly as comprehensive as what the beta testers and some others have done. I did it mostly to satisfy my own curiosity and my suspicion that my system is not generating this issue as much as some people's are. It seems for some people, this happens almsot every time in 4.01. For me, it was only 2 out of 6 times. 4.02 helped, but didn't eliminate it (1 out of 6 times). It does not seem to happen at all in either 3.12 or 4.0. But what's really interesting is that in 4.01 and 4.02 the squad NEVER evaded BACKWARD, which would seem like the most logical choice. If they moved, they only moved forward. It was only in 3.12 and 4.0 that they would ever flee backward. (Random odd fact I noticed: in 3.12, the squad leader's name is always "Lewis." In 4.0 and later, it's always "Melvin.")
  21. 2 points
    Man, it has been a LOOOONG time since I've had to download an incremental patch. Brought a tear to my eye with the nostalgia.
  22. 2 points
    We've all seen threads go rapidly downhill, so I was wondering if we could get general guidelines on: Clean Wehrmacht Clean SS Holocaust Denial Major Warcrimes denial Nazi/Imperial Japanese apologia I like this place and the community that has formed around it. I know, as most of you do that military history is itself often contentious and WW2 history in particular attracts certain types of people. I'd rather not have this go the way of the axishistory forums where whenever I want to look up a unit history I have to read past David Irving quotes at best, and outright Nazi propaganda at worst. I don't think this is an issue of "political correctness" I'd just rather not read about how unfair Nuremberg was when someone's Opa was fighting for Volk und Vaterland.
  23. 2 points
    https://en.wikipedia.org/wiki/Whataboutism
  24. 2 points
    domfluff

    hummm patche 4, I need your opinion

    If I do precisely the above, it happens almost every time. Put another way, I've recreated that three times now, and it's done the same thing each time. I have some video footage if needed, but it's pretty clear from the screenshots I think. Again, I think they're running to "nearest cover", or trying to.
  25. 2 points
    Some screenshots from a southeast Asia mod made by @37mm on a map made by @Sgt.Squarehead. Pretty cool. Especially when the Alexa app is playing Fortunate Son by Creedence Clearwater and the sound of choppers can be heard in game. Note the sloped roof of the hut in the background.
  26. 2 points
    TOG

    Syrian tank modifications

    Hi I've found an interesting movie about syria tank modifications. Posted it in Syrians thread but it seems no one there is interested. Maybe it wasn't the best place for it. Probably out of scope of CMSF2 but still interesting to see. Such vehicles could be useful in red on red scenarios.
  27. 2 points
    BletchleyGeek

    Irrational Behaviour

    I don't like wasting my time either, Harry. I still appreciate coming here and having the odd exchange when I think I can contribute or learn something. Maybe I was wrong in this instance and it is better that I invested my time elsewhere. Take care.
  28. 2 points
    Soooo....first time I launched a V 4.01 CMBN game and started my siegfried line mission. What happens in very first game turn? First US mortar round hitting a concrete pillbox penetrates and kills 6 out of 7 german guys in there. So the patch didn´t fix my main issue and instead it even got worse. Here´s save file. Check game time 20 seconds before end of turn. (file requires all modules incl. Vehicle Pack) https://www.dropbox.com/s/d70cl5yaj2toi9j/You enter Germany - Introduction - for CMBN V TST.bts?dl=0
  29. 2 points
    Raptorx7

    Interview of a Waffen SS Soldier

    What the hell does that even mean? Men fought under these institutions and murdered people. I'm honestly shocked to find such a blatant example of denial on this forum...
  30. 2 points
    Liveload

    Red vs Blue - Feature Request

    Just saw this. Meds, lol! Many thanks. That's cool for H2H, but my wife kicks my ass every time. It's not even fair.
  31. 2 points
    Majick

    Interview of a Waffen SS Soldier

    I'm sure it is superflous to quote Brecht to an erudite group like you, but considering some of the things said in this thread I will Do not rejoice in his defeat, you men. For though the world has stood up and stopped the bastard, the bitch that bore him is in heat again I agree 100% with what aus3620 says about political correctness. It's how it has always started.
  32. 2 points
    IanL

    mortar response time

    What @General Liederkranz said. I'll just add a couple more thoughts. One is the call time will vary based on who is making the call. The Platoon Lt could have a longer call than the Company CO who's call will be longer than a dedicated FO. For battalion mortars often the mortar platoon HQ has the best call time. Just mentioning this on the off chance you don't already know this. Also some people advocate for calling maximum duration missions and then adjusting them. This results in more responsive changes but has the draw back of using all your ammo so you would need to cancel the mission if you don't have a secondary target.
  33. 2 points
    @KaunitzWhat do you mean? It's perfectly normal and usual to join the paramilitary force loyal to the far-right authoritarian party in power who is responsible for destroying the democratic institutions of the state and liquidating its enemies as well as those it considers undesirables.
  34. 2 points
    General Liederkranz

    mortar response time

    Unfortunately you can’t. In the game, offmap artillery/mortar call time isn’t affected by previous missions. There’s no “memory” of previous targets, and there’s no benefit to repeating a previous mission. Each fire mission starts from scratch. That may not be realistic but it is the way the game is built. Placing a TRP before the game will speed up call time, but again that’s independent of whether you’ve fired at that spot during the game previously. It just speeds up all shots at that target. You can of course adjust the target of a fire mission BEFORE it’s finished, and that will be quicker than calling a new mission. But there are limits to what you can change by adjusting. Most notably, you can’t change the length of an ongoing mission.
  35. 2 points
    Heirloom_Tomato

    Irrational Behaviour

    This issue has been reported and fixed according to the post in this thread from BFCElvis. When the patch to the patch, the patchy patch, comes out, this problem should go away.
  36. 2 points
    Hello, is strange a.i. behavior after last patch for game engine 4 (V12_black sea) manifested in running of few squad members around buildings, or positioning half of the squad on wrong (enemy) side of walls and buildings well documented now, or should i make videos and fill report for support? Im new to the forums and dont want to duplicate info about something which is wll known to others. My personal and technicaly un-educated quess is that new a.i. behavior trying to use corner peek mechanics is not able to properly react on some type of architecture or its combinations (buildings with adjacent walls etc) and properly positioning itself relative to enemy. This is mabye magified with grid style map and new more spreading unit mechanic. Manipulating with units is now more unpredictable and in cqb often ends with unnecessary losses. And because Combat Mission is based on micromanaging units, unexpected unit behavior is from gameplay perspective counterproductive and gamebreaking element. This is of course just my opinion.
  37. 2 points
    Michael Emrys

    Irrational Behaviour

    'Decimated' or 'annihilated'? People often use one word when the other is intended. Michael
  38. 2 points
    That's one reason I almost always give my opponent the choice on what and how we play. Aside from something like, 'no hedgrows' or 'some nasty weather if you don't mind'. I care about the quality of the game, far more than the outcome.
  39. 2 points
    Bootie

    Just Another Beautiful Day.

    @George MC yeah I fixed it for him today. Files available to download
  40. 2 points
    WillemO

    Panzer Lehr at Pont Hebert

    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map. My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals. I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated. This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
  41. 2 points
    I think this is the right topic to share some thoughts about how the heavy machine gun can be used in Combat Mission. Maybe I will create a small tactical video on it once I get some adequate footage from my actual H2H games as the explanations below would certainly benefit form some form of visualisation. I think that in some circumstances, the HMG is the most misunderstood, underrated but also most difficult to employ weapon in Combat Mission. Judging from AARs, I think that many players are unaware of its great potential!* So why do I think the heavy machine gun can be the infantry's defensive weapon number one? And how to employ the heavy machine gun for good effect? 1. Lines of fire / control of space: I can't stress enough that HMGs should make maximum use of oblique grazing fire. You always need to fire at your opponent from an angle. This way, you create a line of fire that crosses the axis of his approach, rather than running paralell to it. After all the defender's main goal is to stop the attacker's advance. Instead of locking down individual spotted enemy teams for 2 seconds with every burst, our aim is to lock down lines of 400+ meters' length permanently and (almost) blindly. For this to work, you need to find adequate fire lines in the terrain, which is admittedly extremely fiddly and requires you to make "test runs" on the map before you start the actual battle. Your "fire lines" should be as long as possible - the longer they are, the more ground your HMG can control. Also, wherever possible, the HMGs gun's bullets must travel close to the ground (--> "grazing fire"). The HMG must be positioned roughly at the same height as its intended beaten zone. So you have to consider the muzzle height** of the machine gun in and the height of the tile that you're aiming at. The line in between the muzzle and the aimpoint will determine the elevation of the fire. Even though they're conspicious and likely targets for the enemy, multi storey houses can be usefull to achieve an even line between the HMG and the intended beaten zone. Also be aware that shifting your aimpoint forward and backward affects the "spread" of your fire. 2. Reliability: The good thing about HMGs is that they come with plenty of ammo. While the ordinary HMG units are still somewhat limited (2k ammo) and might require some extra supply asset (trucks, wooden bunker), wooden HMG bunkers offer plenty of ammo (5k). This means that your HMGs can and should be firing non-stop. This way, they are really able to lock down the enemy. LMG units cannot achieve this as their volume of fire decreases very quickly with range. HMG units, by contrast, keep up a high volume of fire even at ranges of 600m+ (their "aiming" task is much shorter than that of LMGs and they fire longer bursts). Also note that smoke screens don't help against your HMGs. That's because you're relying on area fire and the LOS between your muzzle and your aimpoint (e.g. at 80m distance) will be clear and unaffected by the smoke screen at the beaten zone (e.g. at 600m). 3. Protection: The heavy mg's best protection is distance in combination with concealment. If enemy squads can get eyes on your hmg within 300 meters, your hmg is not well positioned. At ranges under 300 meters, you risk getting suppressed by ordinary riflemen and LMGs. by contrast, if you employ the HMG at proper ranges and in some concealment, it can stay concealed for a very long time even when firing. I really had some eye-opening moments (testing in hotseat mode) when my HMGs were able to pepper the opponent who had no clue where it was coming from. Therefore, HMGs are extremely usefull to scare away a tank's infantry support. When a mixed column enters the beaten zone of HMGs, the infantry gets suppressed, bullets hit the tanks (gradually damaging tracks and optics) but neither the tanks nor the infantry can see where it's coming from (note, however, that tanks could "block" the fire lines of your HMGs to build a "bridge" over the fire line for the infantry..!). The greater distance between the HMG and the opponent also helps against artillery and speculative fire, as the number of potential positions increases with range. It will be harder for your opponent to "guess" where the HMG is. [There is still the problem of sound-locating the HMG though, which I personally consider cheating/a bug]. 4. Exploitation: The lines of fire described above are very effective at suppressing and pinning enemy infantry. This alone can be extremely usefull as it disrupts and slows down enemy advances. The lines of fire will not wrap up many kills for you though. Therefore, the standard WWII procedure works very well in Combat Mission: HMGs anonymously pin the infantry, mortars and arty do the killing. So, with these 4 points, HMGs can be deployed for great effect iif the circumstances are right. I don't consider any of this particularly "gamey". Rather, it's just another example that you can recreate proper WWII tactics in Combat Mission (although in this particular case it is very fiddly). I've even tried to apply some indirect machine gun fire - firing from a reverse slope - , but found that the maps were not large enough for it ;). Of course the HMG can also be applied in the attack, but just like in the defense, you'd need to test your positions before the battle in order to prevent ugly surprises (the beaten zone is not where you want it to be, or the bullets go high alltogether). ---------- * Even though I might come across as a lunatic, I also want to point out that the way that many quickbattle maps are designed severely handicap HMGs (and other support weapons and tanks). In my opinion, they often cut lines of sight unrealistically short. The maps are often too "bumpy" (the slopes are not soft enough, hills are too "small", ridges too sharp) and/or they are not deep enough to position support weapons at their proper ranges (support positions are simply "cut off"). **Note that medium machine guns are usually fired from the prone position (--> difficult to achieve good angles), heavy machine guns from the "sitting" position (-->better), and HMG bunkers are fired standing (-->best).
  42. 2 points
  43. 1 point
    Hardradi

    Thread about confirmed patch issues

    I will probably be wrong about this but wouldn't it be a good idea to have a dedicated thread outlining confirmed issues with the new patch? Each patch issue would be outlined with a brief description and its current status. This will give players an idea of whether they want to start or continue playing battles and campaigns. The thread should be blocked from public posts and controlled by Developer(s). Players can pile in on separate threads about other potential issues. At the moment browsing the forums I can see: 1. RT: PBEM games are not compatible and have to be finished in 4.0 2. FI: Fallschirmjager uniforms have issues. 3. BN: Appears to be some odd behaviour of troops fleeing towards the enemy to seek cover.
  44. 1 point
    A source I found says it was for affixing IR chem lights for IFF identification.
  45. 1 point
    Trooper117

    CM1 @ GOG

    You often see that kind of logic in any of the gaming forums... ''until you fix this, I'm not buying anymore of your products''... or, ''No VR, then I won't buy this, and neither will all my friends''. It's the sort of thing my lad would say when he was 14... but would usually end with ''I hate you!''
  46. 1 point
    Kaunitz

    mortar response time

    UUh. I've never paid attention to it either. Nice.
  47. 1 point
    domfluff

    hummm patche 4, I need your opinion

    Oh quite, but I'm a lot less restricted, and free to speculate wildly I think it's clear that this is not problem with bocage tiles themselves, since it doesn't occur on the flat test map. I suspect the bocage gap tiles are illustrating the problem more immediately than anything else, but other circumstances could cause this. I do not believe this is a question of player technique. Certainly putting units in the tiles adjacent to bocage gaps is a bad idea, but the punishment for that shouldn't be the pixeltruppen committing suicide. This isn't as simple as putting waypoints to select the correct entry point to a building - this evasion behaviour is out of player control. Certainly "don't put them next to gaps" is good advice in general, and that's the immediate player-fix, but it's still unexpected, unpredictable and uncontrolled behaviour, which you really don't want. I also don't believe it's a problem with the Roadblock map as such (or any other map with a similar situation) - more that the AI behaviour is interpreting the situation, and choosing that depression in Roadblock as the best available spot to retreat to. I do therefore believe we've shown that it's a consequence of the Engine 4 HE avoidance changes. It's worth pointing out that this behaviour is significantly better than it was in 4.00, but it looks like there are still tweaks that can be made in 4.01. Without knowing how the AI is set up (again, I'm free to speculate wildly here, since I'm just a punter), this may be a question of messing with weighting, and giving greater priority to action squares which are closer to the friendly map edge. I also don't imagine that's a simple thing to "just" change, since any AI changes will have knock-on effects. If the exact same behaviour occurred but resulted in the squad retreating backwards, I don't think anyone would notice this as a problem. It's that they're moving forwards, and specifically in the case of bocage gaps that means exposing the entire squad to fire, rather than one third of it, with disastrous results. I think that the bocage is just bringing attention to the AI limitations in a not-elegant way.
  48. 1 point
    DerKommissar

    Hitler, the failed artist

    Think early 2000s rap. "Happy people have no history." -- Tolstoy Diseases were more rampant and deadly, in the past. Life expectancy and living conditions were poorer. In both respects, relative to their temporal peers -- Stalin and Hitler were not significantly below average. Indeed, most famous historical figures were not illiterate peasantry. I'd say that most scientists, inventors and philosophers had very good upbringing. Fun fact: The first Polytechnic, that Einstein applied to, rejected him!
  49. 1 point
    LukeFF

    Fire suppression from small arms discussion

    Oh, shove it. If someone sees that the topic is about suppression from small arms, that's the discussion they should see when they open the topic - not a bunch of grumblings about health insurance and car repairs.
  50. 1 point
    BarbaricCo

    FXShine shader

    Few updates What brings to life terrain and flora is overlay setting in "War Movie" shader but it affects vehicles and uniforms to become too dark, or garish. So regarding all of the suggestions and obvious shortcomings of this edited "War Movie" shader I tried to take it further. This involves editing of bump mapped shaders, but also in consequence means that normal CM look will also be affected and out of balance. With editing only "War Movie" shader You affect only the "alt-M" special mode so you can easily switch back to defaults. Now it's impossible — unless You move shaders from "z" folder. - Dark shadow/garish areas in vehicles and uniforms are more pleasing. - edited haze/sky gradients and clouds textures so they are not "burned". - messing with shadows has performance impact. - still didn't managed to tweak the fog. Important is that Combat Mission still manage to retain a distinctive look. All of this was already "under the hood". I just tweaked the settings. - It would be great if community up vote this, to came on priority list for next update (if it's possible; engine v4.0?) so players can enable/disable, something like "advanced shaders" option. - to leave Battlefront to finalize this job. They know best what's more in the pipeline and how to make this official without breaking anything (at least for PC/Mac's with decent graphic card). - Of course we can continue to play with the settings (please upload those screenshoots!) so they can make better decisions and see what works, what doesn't in different conditions. - and finally I must resume social and work life back to normal What I also achieved while messing with shaders is to hard crash iMac. Need to check everything carefully before uploading this mode so it not became Combat Mission - A Shader Too Far Cheers! It's not bloody war, it's postcard (Who can now say that Combat Mission has outdated graphic!) Garish is gone, sky is back - Let's smash! (daily scenarios can take even more "shine" — after all its metal on the shiny day) Don't look at me, I'm ugly in the morning (@CarlWAW will be pleased I hope so) peaceful trenches of Eastern Front (night and early morning scenarios probably needs "lighter" settings for playability reasons) smoke is in the air, action is coming (fog still not there) To the glory or… (grass is not affected by shadows — probably too much even for the fastest computers)
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