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SlowLarry

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  1. So, as the release of SF2 is close, to kill the waiting time i decided to replay this great campaign and started the first mission. In the briefing and in my memory its mentioned that you get battalion mortars as soon as they are available( T+5). The clock ticks away and among the other reinforcements a message pops up saying battalion mortars ready. But when i open the arty menu they are not shown. I started the mission a second time and they still never showed up. Maybe a change in force structure or sth like that? As a side note, with the new infantry behaviour and minus the mortars its a totally different game...i remembered the first mission being a walk in the park, more or less. Now i have to be a lot more careful with my troops, and the firefights last a lot longer( which is a good thing!).
  2. The 7700k is a great processor, im going to get one too in the near future. You will find things speeding up in CM too. As others have said here, the single biggest factor for CM perfomance is cpu, and as CM only uses a single core thats all thats needed. So one core of 4,2GHz will be quite comfortable, ie boosting your experience a lot. When i went from a 3.2Core2duo to a i5 with 3,4 it almost doubled up turn processing. Loading times get a little faster with ssd, not as much as i had hoped. Though its still noticeable. Im not so sure about fast RAM. I might be wrong, but i feel that all those different RAMs are more or less unnoticeable when playing and built because people will pay more if there is some kind of boost associated with it. I played around with an old pc a while back, and setting different RAM timings, using higher memory bandwidth etc did not change much gamewise( not talking about CM here). Id still go for dual channel RAM, ie 2*8GB. Re the gpu, both the 1060 and the 1070 will play CM at highest setting, no problem. They are totally overpowered for the CM engine, and will probably die bored...
  3. That would be great indeed! Totally +1
  4. Well, as said, 2 pzIV and 7-9 halftracks. The last halftrack set off the mine tile killing a whole squad and the ht crew of 2. After seeing this i felt that i had been totally lucky there driving so many vehicles over the mine tile.
  5. I am 100% sure that i crossed barb wire with a tank in the third mission of KG Peiper. Afterwards a piece of wire was missing. I drove 10 vehicles( pz and ht) through the hole, the 11th triggered a mine, that was placed right behind it....
  6. Seems you are right! When i load up a new game, the rain looks fine, when i alt-tab it starts the stuttering.
  7. Wonder if this is being looked at by the devs? Noticing the same here...
  8. I can handle the game quite good, but it took me a lot of time to get there. I m using a 11-button mouse and dont need the keyboard at all and i love the cameracontrol. I got so used to it that i try to use similar settings in different games. More automation, so i dont need to paint every single move path, especially for long road marches. When on a large map and with huge forces i usually doubleclick on a formation, paint the path for a single unit and then drag the waypoints for the others to fit to the roadnet, but its still quite a lot of work. So, a "follow this road" command would be outstanding. I know its been asked a thousand times though... It would be pretty cool if i were able to designate some units to have a kind of permanent picture in picture camera, possible in the now oh so dark corners of the ui, like you always sees what a certain tank sees while you are looking around the battlefield. Infantry animations, lots of them, new ones and variations, so there is more, well, variance in them, and some cool graphic effects like tilt-shift( not sure if those are available though). Tanks visibly breaking down trees, vehicles leaving trails, all those bells and whistles... I actually liked TS4evers idea with some kind of notice on the units icon as soon as it spots something. Hand to hand combat... if you see one going on, you can press start on your controller and a beat em up minigame starts... And of course, totally yes to permanent map damage, exportable.
  9. Yes, go for it! I remember in my very first CMAK-TCP i killed an M 10 with my very first mortar round fired. You can do it, too! ( it wasnt until later that i found out just how lucky i got there...)
  10. As no one else wants to get the ball rolling, ill take a shot. The issue with the PzF seems to be a matter of chance, sometimes the squads will have some, sometimes none. I have played the campaign more than once, especially the first mission and at times the left most platoon had 5 Panzerfäuste, sometimes none. All things told, in this campaign at least they dont need them so desperately because you will always have enough own armour to fight the red tanks. I would even refrain from attacking any tanks with PzF in this scenario, because this usually leads to dead halfsquads or tankhunters in a minute...For the truck bourne infantry you can dismount the driver, he will have the PzF. This could be a bug though. At least this unit has a Schreck, making it actually quite usefull against enemy armour. Re scoring in mission 1: you need to wipe out the red armour, of which some retreats of the map once the game starts. There are a couple of positions on the map, where you can take on the fleeing t-34s, at the chance of getting hit by the tanks hidden in the trees. So this is kind of a trade off or tactic if you will. While technically you get a score for the mission the briefing states IIRC that your job is to kill as much tanks as you can so they wont be present in the final battle of the campaign. Which means kill enough of the tanks and you will score a victory. This goes for all missions in this campaign, again IIRC. 2nd mission: yep, quite a timelimit here. Its what makes this mission difficult, you have to live with it. Once you have killed of the tanks guarding the broad entrance to the town center you can move your own armour around at will, the russian infantry has no means to stop you unless you get very close. I used my armour in platoon strength to clear the roads, always 2 pairs a 2 tanks per street. First one pair moves in, followed by the second at 50m, then followed by infantry mounted in halftracks 50m back. The tanks hose all houses in their path with mg fire, move slow and take a 15sec stop every 20m or so. No need to lead with infantry anywhere, at least not vs the ai. 3rd mission: no need to move anything from the map, the exitzones are again for the russians, your job is to hinder them from retreating off the map. I played this one just recently and got 28 tanks while losing 1, ironically to a groundattack plane shooting through the open hatch...in the end the russians surrendered. There is no need for units to stay in their trucks, from their entry point let them dismount, take up a defensive position on a flank or hide them in the center woods, and once your Panzers have cleared out the enemy armour have them mount on your tanks and move up to the next position. All in all, outstanding campaign. Dont get distracted by the scoring, your job is to kill 3rd tank corps. Wether you do this over the course of the campaign or in the final mission is up to you. The final mission will be easier if you extracted a serious toll out of your enemy in the missions before.
  11. Wow, that was certainly more then i hoped for! Thank you, Sir! Now i had a bit of time to chew on this and try some of it ingame, im rather impressed by my own ignorance. I thought the Grenadier-squads were useless and usually would go for either Panzergrenadiere or Füsiliere, but after playing around utilizing your tips ive come to another conclusion- it was me I also noticed that the Grenadiere have a MG-Platoon at battalionlevel, where a section fields 2 binoculars, outstanding at spotting! Some questions came up while playing myself: i found out that the best way to counter this tactic is actually either have a mobile armor reserve or at least responsive artillery massing( not the russian strong side though- trp!!). Ive read about german mgs being told to change position every now and then, but on the typical cm battlefield, only few such dominating positions are to be found. It definetely helped the german attacker to maneuver on a rather large map. The next problem encountered is that on a typical cm battlefield you need to actually be on top of the victory location, so that the idea of making a nice web of firelanes around a enemy position only helps you so far. Somewhen in the game you usually have to assault. Sure, softening up with arty and the like, but if you need to clear out russian smgheavy squads, sooner or later casualties will rise.
  12. A well of great information, Jason. Thanksalot! I remember playing your scenarios in CMBB, learned a lot about how to handle my guys back then. I know this is the thread on russian doctrine, but maybe you could give your opinion on how the german army would fight in similar conditions, infantry branch, in contrast to the russian rifle units( if there is a difference).
  13. Coming late to the party but you already nailed it. Experience, lots of it. Set up a neat hotseat game and start plowing away at the unlucky other side. Repeat some more and then you will start to see when a mission is going to be on target or not. Observing the other end of the wrath of the gods also helps understand, what can and cant be done under a barrage. A good sign for failure usually is when all the spotting rounds are way off. Doesnt really matter if the FO can see the impact or not( in this specific case, not generally!). Also, dont be shy to simply cancel a mission right away in that case. I found that a bad mission is more often than not corrected incorrectly. If firing into a dense target like a bunch of woods, it sometimes pays off when you start the mission clearly out of the woods and when its on target, walk it in. Obviously, the observer wants the best possible look on the target area. The higher, the better. In the end, artillery was the main killer on the ww2battlefield and it is accordingly terrible effective in the game, when used effectively. So dont panic, train it. Never forget, there a few things as satisfying as seeing an enemy counterattack falter under a 105mm barrage...
  14. Yes it is! And theres a ****load of other stuff that makes boom, including a batallion of Panther and one of PIV. You are in for a great ride! Best ww2 campaign for me. My advice for you is: take it slow, really slow, the russians know their maskirovka. Once you found them, crush them swiftly with brute force.
  15. Its mentioned in the campaign briefing that arty gets replenished between missions, contrary to ammunition for infantry and tanks. So blow away!
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