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Found 9 results

  1. I did some experiments on selected US fire teams to determine if they were able to spot through artillery generated smoke screens. In hot seat mode I had the OpFor fire a sustained heavy linear smoke mission from multiple batteries. I placed Russian infantry and one BMP on one side of the smoke and the US teams to be tested on the other side with approximately 500 meters separating them. The first to be tested was a nine man US rifle squad. Five of the soldiers in the squad have the ability to spot OpFor through the smoke screen. The squad leader, assistant squad leader, a rifleman and the two M249 PIP gunners. If a Javelin was Acquired then six out of the nine soldiers have the ability to see OpFor through the smoke. Out of the five US sniper teams only the M107A1 50 Cal. Sniper could spot through the smoke. A breach team from special teams was not able to spot through the smoke. The platoon fire support team could not spot through the smoke unless they Acquired a Javelin Command Launch Unit (CLU). The company fire support team was able to spot through the smoke screen since they had a laser designator (apparently with thermals) in their special equipment.
  2. Pericles

    Managing BMPs

    I lost four BMPs to a Tunguska last mission over a series of turns. Despite having neighboring BMPs repeatedly obliterated by the creature over a series of turns, and despite restriction of commands to slow and short movements followed by pauses, they kept getting knocked out by the thing. Area fire eventually forced it to retreat. How can I get the BMPs to spot better? If I had a recon team with eyes on a Tunguska, and a force with complete C2 linkages, would my BMPs have spotted the creature eventually? Thought I'd ask here to see what information I could get before testing this out myself by more forcefully advancing my recon teams.
  3. I've seen this in a number of titles, but most recently in RT, so I thought I'd post the topic here. I occasionally encounter a situation where one of my units gets a "full" spot (with a complete ID and icon) on an enemy unit, usually an AT gun, but then that information doesn't disseminate outward. In other words, other units of mine don't get a "possible" icon for that unit, no matter how close or how well in C2 with the spotter, and no matter how long I wait. Sometimes the original spotting unit itself doesn't even keep the "suspected" icon after it moves out of line-of-sight. It just completely forgets that the enemy unit exists. Has anyone else seen a situation like this? Is it a bug, or meant to represent something in real life? (This matters to me because when I play against the AI, I try to keep my units from area firing or reacting to units they're not aware of, which means I pay a lot of attention to C2 and information sharing, based on @MOS:96B2P's very useful findings.)
  4. What is the best way the M7A3 Bradley Fire Support Vehicles should be used? So far I haven't noticed that they have any advantage over the regular units in spotting, plus they are more difficult to hide, than the small infantry teams.
  5. I think the spotting system works surprisingly well, except in one situation. Sadly this situation is probably the most important one: when guns open fire. Since I saw the movie about the "Wittmann's Demise"-scenario the shown battle scenes have been staying on my mind because they gave me for the first time ever an incredible insight how important the muzzle flash must have been to spot a gun. Two scenes from the video that portray exceptionally well the importance of muzzle flashes: @ 5:00 and 7:50: Wittmann's Demise movie The further the distance and worse the vision, the more important the muzzle flash seems to stand out to spot a threat nevertheless. Maybe the unit can't even be seen, but the flash! Currently the muzzle flash seems to be ignored. The best way to spot a gun is to have eyes as close as possible on it. This leads to the IMO quite gamey but hugely successful procedure, to scout ahead with infantry for tanks. Because the spotting distance to the gun does matter much more and the muzzle-flash effect does have no effect, while in reality can be seen from very far away. The worse the visibility, the worse the capability to spot the unit itself, the more important the muzzle flash becomes and stands out (woods, cover, night, haze, distance). Are there discussions or plans to improve spotting in this regard? Honestly I do not like the gamey necessessity to have infantry "sensors" as far as possible ahead of tanks - instead tanks being able to spot muzzle flashes even from far distances very well on their own very much anymore. IMO hidden and camouflaged AT-guns can be spotted too easily: getting enemy units close enough is the main factor. But if the muzzle flash would be modelled, hidden and camouflaged guns could receive a much higher concealment bonus, therefore becoming extremely hard to spot even when passing by a few meters, but without the negative effect to become too hard to spot once they open fire.
  6. TEST: T-90am (elite, undisturbed, standing still in a tree line, clear weather, day) vs M1A2 (veteran, moving in open field, 2.5-3 km away) (number of tries: 10. Map: Death Valley). --------------------------- Well, despite of all conditions above and CLEAR LOS, T-90 almost never discovers M1A2 first! Even more, in plenty of times the T-90 does not see the damn muzzle flash after m1 starts shooting! Logically thinking, even with only binoculars you cannot miss an incoming and shooting tank in open field, not speaking about more sophisticated tank optics. Moreover, Tank destroyer 9p157-2 Krizantema-S with millimeter-wave external RADAR built especially to detect armored objects(!!) in all weather and smoke, is blind just like T-90. Always getting killed by (?) signs from open field 3 km away. Same for recon vehilce BRM-3K which has radar as well. Not mentioning various BMPs that somehow manages to detect enemy infantry in woods better than detecting IFV in open 100 meters ahead. CMBO was great long time ago. CMBB was good. CMSF is **** But CM Black Sea is a funny Super Mario game, not a "tactical simulator" as promised.
  7. Hi, I'm playing a mission, NATO side, and am given UAV's and Apache air support. At the moment one of my UAV's spotted two Russian IFV's, within 100 meters of each other. When calling in the air support, via the UAV operator (a Fire Control Team), does it matter if I use point targets on the IFV's (so two separate fire-missions, + 2 times waiting time) or an area target (including both IFV's in a single fire mission). My big question is; does one or the other way, makes a difference in spotting and/or engaging (air support wise) the IFV's. And does the area mission reduce the chances of engagement enough to justify the use of two separate point fire-missions, + 2 times waiting time? Thanks in advance!
  8. I had a very strange spotting issue in a current game. An HQ spotted, and fully identified a tank, just some 20 m away, with its back turned to them. I was kinda desperate so I decided to run around a house, away from the tank's front, to lob a few granades on it. I had a armor only cover arc just in case. I arrived at the spot and the tank was gone. I sat there for a full turn and couldn't figure it out... ... well, it was there all along and made my pay for it in hot led. Strange that they neither saw it or heard it. Especially after having previous knowledge of its presence.
  9. I think it is a widely-held opinion that currently, fortifications such as bunkers, trenches and foxholes can be a liability as much as an asset, since they are often spotted well before the troops that are supposed to be hiding in them are, leading to "speculative" area fire that renders the defensive position uninhabitable. My hypothesis is that fortifications get no benefit from their "experience" level for concealment (since experience soft factors don't affect the price of the fortification). It's like how you can often see a dead member of an enemy team but not the live ones, even if the casualty is prone and therefore harder to see. At least that's my hypothesis. So, my suggestion is to make the Experience level (and maybe the leadership level) of a fortification affect how hard they are to spot in the same way as those soft factors do for infantry. This would represent a better-built fortification, with better blending into the local flora and topology, and at the very least would give the "benefit" of "Conscript" level training, which is better than "none" (as no-soft-factors-applying entities like casualties currently receive). It must be technically possible to allow only a limited number of soft factors to be considered, since artillery doesn't consider Morale or Fitness when calculating call times and accuracy (and QB points).
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