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TimoS.

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Posts posted by TimoS.

  1. Interesting article. Thanks for sharing.

    I'm not so sure that the knock on Soviet armored tactics was that they were mindless so much as it was that their forces lacked situational awareness and C2 capability due to 2-man turrets, lack of radios and commander's cupolas -- limitations that are largely irrelevant in Combat Mission because of the player's god-like perspective.

    +1 here

    I also wonder how they could spot that ATGs near that Town the Jerrys occupied. Other thing i wonder about is why they wheren`t Combat Ready when the Russian Tank Commander charged the Positions?

  2. Hello Bill,

    in your nice Deep Strike Video we can see Infantry shooting from Tanks.

    I read some reports from a German Soldier wich Name was "Heinz Rehfeldt" on a Division called "Großdeutschland" wich was a Motorized Division where he was on the Mortar Teams and there he mentioned that the Riding Infantry of an "Hanomag" Halftrack was also shooting out of that Vehicle standing on the Bench in the back of the Halftrack to react quickly when there was Ambush.

    Do you know if we see with tankriders/Halftrackriders for the Germans too? As it is right now for me the Halftracks (beside that MG supressing Fire and faster movement of Footsoldiers on Big Maps) are tactical not that valuable as they really was because they are very brittle.

    Edit: And i think that those last Turns finally sealed the Deal for you. Well played so far!

  3. Yes, and it takes about the same time to set up the rounds with their different prop. charges and work out how you're going to turn the range and bearing knobs when the gun crew chief is calling the shots as it does for when the gun crew chief is relaying commands from a spotter. An area fire mission is potentially different to just adjusting as you go, since it's predefined, and pre-prepared. Especially with a small crew, with a fast RoF, you'll have to lay in pre-ringed bombs in the right amount before you even start firing, or the loader/prepper won't be able to keep up.

    And still, if you're firing 100m radius area missions with 60mm or smaller mortars, you're essentially wasting your ammo.

    If i recall that Right there where diffrent Charges for Ranges of more than +100m so no need to change them for Area Fire. And how did the Indirect Fire Teams do Area Fire? On the Fly too i guess.

    And why you know better than me? Any Source?

  4. There wouldn't be any point in such a large limit. Single on-map mortars don't carry enough rounds to make a 100m radius a practical target in the first place. On-map direct-lay mortars are point target killers and the ones that are useful for area missions can do them via the support interface. Think of the time delay involved as the crew working out what deflections and charge settings to use to get the barrage right for the multiple points they'll have to aim at.

    Sure it can. If you can fire it on Area Target with Indirect Fire/Spotting Aid from HQ Team then you can do it with a Mortar Team too.

    I read the Mortar Fire Setup Routine for the 60mm Mortars for Modern Day Marines Manual and there is should be no Problem in deviance if my English is good enough to understand it.

    I dont know if that deviance is allready modelled as it is in the Game but those Shots are almost Pinpoint.

    Tryed to fire on Arma2 with High Realism Mod. Never known how to use that Poles but could manage to set it up and fire without it. I dont know how they are diffrent to WW2 Mortars.

    http://www.globalsecurity.org/military/library/policy/army/fm/23-90/ch3.htm

    And here the WW2 German Launcher

    http://commons.wikimedia.org/wiki/File:Bundesarchiv_Bild_101I-316-1190-27,_Italien,_Soldaten_mit_Granatwerfer.jpg

  5. You think, in the average ambient noise environment of a battlefield, that you stand a single solitary chance of hearing infantry 50m away

    Yes i do. If there isnt much fire going on totally hiding/be quiet over long time is very hard and should depend on the Enemys Experience. Imagine an Enemy Squad lying 30m in front of you trying to hide. Over Time you should at least have some Chance to spot/hear them. As it is right now the chance for an Ambush even with alot of Recon effort is to low.

    I didnt say it should be 100%. But at least have a Chance.

    About that Situational Awareness i agree with you.

  6. Sucks to be the attacker, hey?

    If there is no other arguing against Soundcontacts on close Range i would be glad if they put it in. :P

    Part of the challenge of attacking is finding or creating routes where your firepower can be concentrated against narrow sections of the enemy, so there aren't "tons" of places that you need to suppress. And still you're not going to find them all, most of the time, so every time you move there's a chance some bandit is going to pop up and kill some of your men. That's realistic.

    But we get OT. It was just about Tanks spotting too well. I dont think so. If Infantry tells them on the C2 Line and they get a rough guess where to look at? Why not?

    Bandits pop up if you didnt recon well is realistic yes. But you dont stand a chance on even green Troops that they get their Heads up early and defend their lives because of fear getting sourrounded. Absolutly NO CHANCE to spot Troops behind a small bushline/house if your opponent press the "Hide"-Button. Thats my Point. ;)

    I get your Point. In Cover they should be never ever be seen if there is no LOS but thats unrealistic on close Ranges. People talk, make noises etc. if you watch/listen a House/Bushes etc. for a long Time on short distances (up to 50-100m) wit multi ears/eyeballs for many Minutes, there should be at least the chance to get a CLUE that there is at least SOMETHING ;)

    Maybe some Moral Breaks or TacAI trying to Fall back if too much "?" Marks pop up close to their Position and they are unexperience Troops?

    Troops in fear of sourrounding (especially Green one) did fall back very often and even more if C2 was cut off. ;)

    At the Moment you just get rough marks/soundcontacts only if the Unit is moving.

    Dont get me wrong. It shouldnt be easy to spot units hiding. But the Main Part of Recon, to prevent that what you described, isnt possible with that Hide Command.

    In Singleplayer its no Problem. AI starts firing back most of the Time if you "Recon by Fire" but in H2H really annoying and not all that realistic.

  7. That all depends on their soft factors. Sometimes they'll Panic and leave, sometimes they'll Panic and fire wildly and with abandon. Either way, it should take more than you suggest, or bunkers would never be a problem, and they were a big enough problem on occasion that valuable indirect fire assets were exposed to harm in order to neutralise them.

    And sometimes they dont leave at all. Err, almost always when you hit them with Tank HE Shells. :)

  8. Another Question is: "Did other Units (possible Infantry unit 3 Tiles beside that Tank) allready told the Tank where to spot with an "?"Inf-Mark through the C2 Line?

    That is also helping the Tankcommander to Spot that enemy Infantry way faster.

    I think that Foxholes and Trenches are also spotted to early. In H2H Games the defending Player is mostly hiding behind that Foxholes/Trenches because they tell your Position way to early.

    On the other Hand the Hiding Command is to powerful imho. There should be the chance for Attacker to get a "?" Mark after Watching a Target Arc Sector with Binos and Multi-Eyeballs for Several Minutes. Not the Exact Spot but a roughly Mark in an Area around the Target.

    Same goes for Soundcontact. If you Hide in good cover (Houses/Trees/Bushes) the Attacker has just two Options

    1. Shoot Positions all the Time with lots of Fire where Enemy could be wich are TONS of Places especially on Fluid H2H Play.

    2. Get Scout Teams out and sacrifice some to make the Enemy raise their Heads

  9. I hope they will fix this with Patch 3.0

    I think its wrong if small caliber Tanks like Stuart or other Guns can Take an Enemy Bunker out at <500m Ranges within 2 Minutes Firing HE Shells at it, but they should do in more Turns and at Closer Range. A Few Shots through the Fireslit or some constant MG Fire on it should make the Crew rout and leave the Bunker. ATM you can make them Panic and they keep on Firing as if they would have good Morale.

    And there should be diffrence with AP Shells hitting Wooden Bunker. ATM they behave almost similar to Concrete if you attack them with Tanks.

  10. Have seen the same thing on that Mission where you have to take out that Infantry Guns with Band of Brother Style on the Landing Beaches. Same thing happened to me. They crawled out and killed a few Pixeltruppen and then i got them.

    Other thing is Wooden Bunkers. You can easy take them out with Riflegrenades from any Direction 1 or 2 max and all are wounded. If you try Front Attack with a tank you just can pin/Panic/Rout them but they stay in the Bunker and keep firing with the MG. :mad:

  11. I think that there is a Diffrence between Totally sending all your Force on the Far Map Edge and favouring one Side for Attack. The latter one isnt gamey to me as it was normal Practice to force an Axis of Attack.

    Defender does also everything he can to use his Troops at its best. They get heads down in Heavy woods with Firearcs when they dont have Long Range Capabilities or shine on Close Quarter Weapons. Why shooting on Long Range when you get pick by MG Mortar and Tanks?

    Use the Terrain to your advantage isnt Gamey to me.

  12. Okay. After finding that Topic i first started to THINK about how hard it is to make a Scenario. In this Egoistic and Consuming World you automatic start behave in similar way to those Scenarios.

    I will try and leave a Comment on every Scenario i downloaded and played from now on. Will also look into my Messy CMBN-MG Folder to recall wich one i downloaded and leave a Comment on the Repository.

    I also remembered the good old Scenario Depot Days and i recently found GAJs nice Mod site. Using the Aris Mods alot now (almost all of them) but couldnt find a thank you button or stumbled on a Topic where i could express myself about that Great Mod.

    So Forums and Repository should be better linked together.

    Other thing i would like to mention is BFC myabe tries to encourage or start a Contest for best Scenario 2014 or something like this. Because i think the ongoing playability of the Game will be much greater!

    RO2 Rising Storm did that (bigger Budget okay) with about giving 25000$ on User Made Map Contest in a Banzai Contest! :)

    I think BFC should think about that. One of the biggest things in CMx1 was that Blitz Ladder and the Multiplayer Part with that Great Community! :)

  13. Thx for the Info!

    Three Questions that rose:

    1. How can i see what is Light and what is Heavy Trees?

    2. Same goes for Light and Heavy Buildings?

    3. Does any Terrain (Ground) give Cover/Concealment? Talking about that "Grass" where you look on the Ground and have this very low Grass. Same goes for that really tiny Stones on the Ground where Tanks seems not to pass through. How about that?

    This Forum clarifys alot for me!

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