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MattMulder

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About MattMulder

  • Birthday 05/10/1983

Converted

  • Location
    Toulouse, France
  • Interests
    wargames
  • Occupation
    thread-reader

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  1. well, whatever you do I'm sure your Piat will be mowed down by machinegun fire so...stay prone and hope for a better situation?
  2. a good beast a good boy my map Montesquieu 1.0 you can get it from the repository
  3. certainly, Vinnart, certainly. There was more humor than accusation in my post anyway Still, hope the German develops his technique
  4. that's a funny and intriguing AAR. shame on the German for edge hugging, hope he has a good reason to do so. use your PIATs wisely !
  5. lol, 30 seconds turns, it's gonna take ages for PBEM players to complete a scenario or QB. This game offers plenty of options for a minute, it wouldn't change a single thing to reduce the turn duration
  6. the question is, how many of you would sacrifice RT for better spotting features? I would since I never play RT, like most of the players
  7. I actually tried a few days ago, two MG teams were along a small rural stone wall and facing them was a Us platoon rushing for a bunch of houses. One was deployed, the other just arrived so was semi-deployed for a minute. They fired pretty much the same amount of rounds, but the deployed mg seemed to be a little more accurate and suppressive. I may be wrong, but there has to be an advantage, otherwise why bother deploying ?
  8. I was referring earlier to the complexity of a mission editor not accessible to 'average' gamers with little or no insight of a mission creation. However, a fully scripted AI wouldn't be good of course, but remember what the guys from Flashpoint / Arma did ? they rendered their editor pretty hard to handle with conditions and so on...If BF finds the mix between the AI we have now and the Arma one, we will be playing vs AI only
  9. yep, usually 88s at the very least render my crew totally crazy and panicked at the first hit. The second takes out half of them out of the tank with the blast radius
  10. 1) it actually depends on the map and your style. Usually I break the Orders of Battle of battalions, and I keep the core force (infantry) and I take out unnecessary elements such as weapons platoons, I use single teams added to each platoon for better mobility and piecemeal support. Then I take a couple of tank platoons, a few halftracks and light recon vehicles for scouting/transporting heavy units and I add a platoon or two of pioneers, because usually Normandy has a few hedgerows in its landscape that will need to be blasted at some point for protection/ assault. On top of that I add artillery ( usually those expensive 150mm and a couple 81mm ). If I have remaining points after that, I add flavour by choosing elite sniper teams ( excellent killers ) and scout teams which can be used in various ways. 2) I suggest for C&C purposes that you take a whole platoon instead of one-by-one buying. When it comes to halftracks or assault halftracks you could attach it to a platoon or company if you want, but when ot comes to fighting ,it’s better to have a whole platoon. Normandy provides probability of single vehicles being cut off from their elements and tagging along with other ‘lost’ units , but this is very rare in terms of realism. But whatever, it’s virtual combat so it’s your choice  3) The Grenadiers have various weapons, and the riflemen have mostly...rifles. Grenadiers for close combat, riflemen for distance combat. 4) Never forget to get an forward observer, it;s definitely more useful than any radio-equipped unit to do difficult spotting jobs .
  11. the + side of an Abrams instead of a militia-tribe is the following : no one will kidnap its wife or children to force it into surrendering weapons or letting al Qaida hang around some place. An Abrams cuts the crap out of them Heavy Tanks are like good football players. Everyone wants to get them when they are in the vicinity so they can be seen being knocked out by a better adversary.
  12. my 2c here. I have been constantly frustrated by the famous 60-second gap and all, watchnig as my Panthers get 4 or 5 shots in a single turn and just stay there when not panicking and running for it. This is circumventable by using the slow command ( for a few metres ), and reverse order, to prevent to much damage to be done in case of spotting by an ATG for example. It is pretty weird to see a tank go back and forth, but in the end, it prevents a nasty 75mm gun-disabling shot or some other crappy consequence for standing still in the middle of a gun sights. So what can BF do? err...nothing. They won't , because this is a minor issue, only the really really frequent players will have something to say about it. I don't really complain, because there was a time when there were 3 little guys symbolizing a squad and no one was complaining about this AT guy carrying a panzerfaust on his shoulder or not. We have evolved, the game has evolved, and our requests too. However, never forget this is probably the most accurate simulation ever made so you can be forgiving for a couple of things. I mean they already corrected a lot of very bad issues, and we give them money to do so anyway, but please look on the bright side and set this aspect aside, maybe it's gonna be implemented maybe not, but if we keep on demanding impossible things, when are we gonna ask for a medic with morphine syringes as equipment to alleviate a casualty's pain ? This thread is interesting in any case, old-timers opening their hearts and minds
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