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TimoS.

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Posts posted by TimoS.

  1. Thx. I found out how to solve my Problems by Manually giving the Install Pathes of the Games i own. But now i have the Problem that everytime i Restart every Game in my List is doubled and he autosearches for new Installs that he finds: Version Unknown.

    You get what i mean?

    Great Program btw!

  2. If you have a PC tower and start banging the outside of the case with a hammer the vibrations will probably break the most fragile piece inside. This may not necessarily be the piece closest to the impact point. Just think of tank damage the same way.

    I dont have Problem with overall Randomness. Reasonable Randomness as you explained. But i remember back in CMBN Times we had similar Results (or some Topic on it. Cant remember what it was about. Sherman or Tiger) where the same happended. Something like Back of the Tank Hit by HE Shell and the Turret Optic was Damaged. Or something like that.

  3. Sorry Folks. Never wanted to be rude and im not that upset as my initial Post would suggest.

    I cant write that often because sometimes after logging in the Forums just dont let me and want a logging over and over again when i hit the "reply" Button so i sometimes give up on this.

    Also i want to make clear that im not that 5 Year old Child thats sitting there and crying that every Odd is against him. Every strange thing that occurs will come for the Opposing Side too. So. :rolleyes:

    I just have the feeling that when you sometimes come up with something that is explained very easily you get a complicated justification why it is the way it is. Or its just that 1:100000 Time that happens :D

    Wasnt lack of Information on my Side i guess.

    Tank was open Hatched. HE Round struck the Front Hull. HE Round so i had no Hitdecal on the Tank. The Stug was not Vivisble to the the T34/85 but Visible to the Players Godview.

    I just cant help but got that feeling that Subsystem Damage seems to be random sometimes.

  4. Not very easy to replicate, I set up a scenario but it's hard to tell a t34 to shoot HE to a stug, spending all the ap against other targets might be viable. In any case it's very rare to see a HE shot from a t34 against another unbuttoned tank.

    Tested it, the first HE shot hit the wheels (front), causing the stug crew to button. All in all I see this as a realistic possibility, it's a He shot alright, but it hits the front of the tank and the crew is not completely out of their hatches.

    As regarding the track damage in original poster's case I belive that it is possible to assume that the blast radius of the HE shot caused a minor damage to the track, nothing strange there, this is a possible explanation of how the Subsystem damage works.

    Maybe a screenshot might give more clues, get one next time.

    The Shot was taken onto the Tile where the Stug was standing and it wasnt visible to the T34/85 shooting. Thats why the TacAI choosed HE Shells.

    Second, BFC have historically said that in WeGo play, the drawn point of impact of a shell is sometimes imprecise. I don't know why that might be but why would they lie?

    Third, "track" damage might suggest that the impact was lower than the game drew it, making the verisimilitude of the result more convincing. It's "only" a 85mm HE shell, after all and if it hit low down to the front, the heads-out crew may be well shielded from the blast/fragments.

    Fourth, just because you can't think of an explanation doesn't make it inexplicable.

    @womble: First we get weird results. Next is weird explanations from you to justifiy those Results? Sorry. But i want to see you one Day admitting that there might be an Error/Lack of Simulation or too much abstraction and maybe let the Devs explain this why its happening?

    I always got the Feeling that you are the Propaganda Minister of BFC. :D

  5. Had a PBEM going where an T34/85 hits a Stug3G with Open Hatch with HE Shell on Long Range. The Shell hits the Upper Hull between Driver Slit and Commander Hatch. The Tank was buttoned up and both Commander and the Guy to his Right where sticking their Heads out of the Tank.

    Noone of them gets Killed or Injured. :mad: The Tank gets a yellow Track Icon for lightly Tracks hurt?! :mad:

    Sorry to say that BFC but your Subsystem Damage System is at least to be "weird" to "inexplicable" :(

  6. Problem is not the Bad Modelled Tiger/Panther. Its the Testrange Hit% and the Small Maps that make those T34/85 shine on Engagement Ranges (because of small Maps and almost no Tankcombat on +800m) that occur almost every Time.

    The Good German Optics/Training and that overall (Russian and German) Hit% taken from some Testrange Hit% Sources doing right that. No Matter if Tiger/Sherman/T34 on Short Ranges. The one who First Shoots wins.

    Diffrent to CMBB. But thats another Story.

    On the other Hand the Costs for a Panther are very low compared to T34/85. Pointswise its a 2:1 Ratio :rolleyes:

    Thats the Biggest Problem for me on that Late War Releases so far. All Guns Blazing. And on Short Ranges its just gambling. :(

  7. Right now im playing a PBEM against Panthers,Tigers and Stugs. Fighting Ranges are +1000m and more. Those cats owning my Su85 and T34/85s

    Often i dont even have the Chance to spot them. Feels very realistic. Hope they tone down the Hit% a bit more. Right now they hit like on the Practice Range (soviets too)

    I had a Frontal Hit from a Panther on the Gunmantlet of a SU85. Penetrated and took him out with 1 Hit.

    Any Site where i can compare Russian Guns against German Armor and visversa?

  8. We fix so many things on a regular basis that we don't bother to note them. It's especially confusing with new features because we spend a lot of time fixing problems that the general public never sees. As in thousands of things.

    Yup, ATGs mobility problems have been fixed as well. IIRC the main fix is that there is no longer a big setup delay when moving the gun short distances.

    Then there's things like the new Target Briefly pause time feature. We tossed that in very quickly on a whim so it wasn't on the primary feature list. And so until just now I even forgot we added it :D I'll get that added to the website's list.

    Steve

    Thank you Steve!

    Those Changelogs can be a Huge Selling Argument for many People who come back. I remember once CMBN was released. Some of the Game was great. Other things needed to get better. I never purchased CMFI or a CMBN Module. Then the Patch 2.0 came out and i gave the Game a Second Chance (as im a Combat Mission Fan since year 2000) and its a Blast! Its a totally diffrent Game after the Patch and i highly recommend anyone i met to give it a chance or a second Chance.

    So a rough overview on what has been looked into would be a great seeling Argument i guess.

  9. We do not have a change log for bug fixes and tweaks. We do have this though:

    http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=330&Itemid=567

    The hull down spotting fixes are definitely in the game, and will be in all future games and Upgrades as well.

    Steve

    But wouldnt it be great to know what got fixed? Also want to know about that "ATG-Mobility" thing. :)

    Great to have that hull down Spotting Fix in the Game. Cant wait replay some Scenarios of CMFI and CMBN where that was an Issue to me. Hope there will be a Patch soon. Will buy all of them. *thumbUp*

  10. I still prefer late war West front for tactical wargames. Two reasons. One is that Soviet infantry is annoyingly weak against armor (no rocket-propelled tank killers). Second is that on the West front you have 3 major powers with distinct differences vs. only 2 in the East.

    But for operational or strategic level games it's East front all the way.

    You dont need AT Assets. On those small Maps those T34/85 is the overall Winner of every encounter under 500m wich is most of the Time. The King of the Battlefield. :cool:

    I really love the T34 and i think it was the best Tank Concept in WW2 and is the best Weapon in CMx2 small Range Combats.

    +Cheap Points

    +Bad Ass Armor

    +Gun that can kill any German Tank on those short Ranges that appear almost every Time (less than 500m)

    Its flaws

    - not that good Optics

    - Missing Radio on early Version

    - sort of Lack of training on the Crews

    Just dont play that Big Role on those Low Ranges

    Back in the days i felt that CMBB was more balanced.

    Seriously. Looking at the Point Cost and Rarity Points Table i will play exclusivly the Red Army! You get the Bang for you Bug. Loads of Heads with SMG, Arty and low Cost Tanks for every Situation except long Range Sniping Tank Duels wich dont occur in CMRT. Same goes for the HMG42 and the overall better long Range German Infantry (Kar98, MG42/34) So clear choice to me.

    Hope we see a 1941-1943 Module and BFC manages to give us Bigger Maps so Tank Combat on greater Ranges appear. I like to think back in the Days where a T34 with smaller Gun was a real challenge with his sloped armour or a KV1 with his Big Front Armor was a Real challenge and the First Panthers came up and brought Fear to the Enemy!

  11. Read the whole Topic but the Question still remains.

    What has happened? Anything changed since 2013? Hope for changes in a Patch.

    As i read trough the whole Topic i stick with the "Hanomag-in-support-Role-Supporters" :D

    I cant hardly imagine why the very limited German War Industry should waste ressources on APCs with MGs in such a large number for Armored Taxi Bus. Simply dont make sense.

    Did they look into the Problem with vulnability of Gunners behind Shields? Where did the Testing goes?

  12. And then there are the times when a single errant 60mm round will kill your entire fire team, or a ricocheting 57mm AP round's burster charge will inflict 3 casualties and a wound on a team. Swings. Roundabouts. Fortunes of War. At least you got a casualty, even if it wasn't one of the ones you could see, and they might now have yellow silhouettes, for all you know.

    The good old ultimate Argument.

  13. Today the PBEM Battle was going on. There where 5 Infantry Men kneeing behind a small Stonewall. The HE Shell hit right on Top of that Wall exploding 0,5m infront of them.

    Guess what happend. No Visual Kill but i heard one Infantry Men saying "im Wounded". :(

    So HE nerf seems to be okay overall. But that unpracticable ATGs/Infguns compared with that performance making the 75mm Leichtes Infanteriegeschütz worthless.

    Problems imho isnt the turning Rate wich is okay. But the long setup/desetup Times are a Pain in the ***

  14. Hello.

    Playing Borgio Casino. Albeit the allready mentioned long Deployment Times and almost nonmovable Guns i would like BFC to look into that Guns

    https://en.wikipedia.org/wiki/7.5_cm_leichtes_Infanteriegesch%C3%BCtz_18

    I managed to get a Shot on a Group of INfantry lying in the Open with no Cover. The Gun sprays very much (wich is okay i guess) but lacks HE Power imho.

    The Shell was hitting in the same Action Spot where two Soldiers where lying Prone. The Shell missed by around 1-2m and didnt wound or disabled any of them. Compared to Tank Rounds this would have been a minimum 1 WIA/KIA of them in general.

    Does the 75mm Infantry Gun really have that weak HE/Shrapnell Killradius? Was it the often stated "1 out of 100" Situations where this Results can appear?

    Please BFC. Please take a look at it. Would appriciate.

  15. In H2H you see the lack of tactical value of those and almost always choose a Hetzer or any SPG even in Attack/Defend engagments. The lack of mobility compared to other

    assets is making ATGs a no-go to most of the people playing that Game.

    I think that looking onto them as Steve stated is fine. No Magical improvemtens but a bit more mobility would be great. But ATGs are not unuseful per se. Their First Shot capability is a pain in the A** right now and in most cases right now you have to sacrifice 1 Armored Unit before you get a "?" Icon of the Gun. After that its almost useless because of the lack of Mobility. So i think the truth lies somewhere inbetween.

    As it is right now in Gameterms they are one the one Hand impossible to spot (because players Spot in PBEM with other units on the Far Mapedge the Tank and give the ATG a hide command wich makes them not spotable and unhide them when the ET is close enough) and on the other Hand to easy to spot in Trenches or Foxholes because experienced Players will pepper spotted Foxholes/Trenches with 1-2 Shots if they are seen.

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