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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them
Bearstronaut

Stuart Recce - What's the point?

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Posted (edited)
2 hours ago, Pelican Pal said:

The general thrust that most CM scenarios are not scenarios where recce units excel I would agree with fully, but in addition to that the 1:1 nature of CM + the rather static animations makes gun turrets more dangerous than they probably should be. The gunners in most vehicles stand essentially upright with a decent portion of their bodies exposed to enemy fire and switch between unbuttoned and buttoned in a rather binary fashion.

 You can see it in this video where both the men firing from the half-track, the man sitting in the track, and the .50 gunner are relatively high up.  More so than would be absolutely necessary. The Bren gunner is firing from a fully standing position when huddling below the armor deck and resting the Bren on the vehicle would likely be more stable. Around the 1:10 mark the gunner engages infantry within 20-30 meters of him who are using an identifiable object as concealment. The gunner maintains an upright position on the gun while engaging and remains upright between bursts. He is not receiving return fire, but if he was it seems possible that he could drop down behind the gun and spray the object with fire dynamically popping up and down to check his fires.


Compare that to this video from a gunner who is taking fire. (2:28 mark or so)
 


After receiving near misses the gunner is only exposing himself to fire a burst at the enemy and is otherwise below the armor. This sort of dynamic up/down action isn't seen in CM and even the base stance in CM is relatively high. In CM the gunner also has to be up on the gun to fire it. In most combat videos you see the gunner will also be on the gun when firing, but occasionally you will see a gunner firing from a position that keeps him largely below the armor.


This is a limitation of programmer/animator time, and I wouldn't expect to see gunners dynamically moving while firing on targets. However, I think its important to understand this  limitation so that the player can make decisions not only around tactics but also with better knowledge of the tool they are using.

Correct...And, If BF enhances the 'Savings Rolls', if you will, to at least represent the fluid up/down motion of Vehicle Crews/Passengers (that happen in RL), then it would be better represented...Of course, this also means less or inaccurate Outgoing Fire (since you are in that Fluid up/down motion)...

The above should also apply for Passengers on Tanks that have that generic sit down posture when receiving incoming fire (in RL, they would be in various ready combat postures)...A better Savings Roll would help them out a little as well.

As it is now, you will have to compensate for these shortcomings and fit it into your Tactical Planning.

Edited by JoMc67

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10 hours ago, Bearstronaut said:

You Brits have an odd sense of humor... and I damn well appreciate it.

I'm not a "Brit" I'm a Limey. But, I'm glad my sense of humour gave you a giggle.

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On ‎02‎/‎05‎/‎2018 at 8:41 AM, Warts 'n' all said:

I'm not a "Brit" I'm a Limey. But, I'm glad my sense of humour gave you a giggle.

You're a damn Sassenach, is what you are. :P

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Posted (edited)
On ‎26‎/‎04‎/‎2018 at 10:42 PM, Warts 'n' all said:

Two, garnering more info either by moving into a hull-down position, or having the crew dismount and find themselves a decent vantage point.

 

On ‎29‎/‎04‎/‎2018 at 12:45 PM, ASL Veteran said:

A recon vehicle would more typically be positioned somewhere that a vehicle commander could use his binoculars to scan the terrain for information and in many cases that scanning would probably be done on foot with the vehicle in a concealed spot nearby.

I just picked up CMFI and found it interesting that unlike CMBN the Stuart Recce's available in the various formations have their crews divided into two units, the driver and gunner as one unit, and an three man scout detachment as the other. Just like how the carrier platoons are setup. Do not leave the vehicle empty and unprotected then and the dismounted crew are given better than just five revolvers to defend themselves with should they bump into someone. And you then have the option of bringing the vehicle to the crew instead.

Edited by Oliver_88

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17 hours ago, Oliver_88 said:

I just picked up CMFI and found it interesting that unlike CMBN the Stuart Recce's available in the various formations have their crews divided into two units, the driver and gunner as one unit, and an three man scout detachment as the other. Just like how the carrier platoons are setup. Do not leave the vehicle empty and unprotected then and the dismounted crew are given better than just five revolvers to defend themselves with should they bump into someone. And you then have the option of bringing the vehicle to the crew instead.

Very interesting. Thanks for the heads up.

Michael

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Playing CMSF I often find myself dismounting Scimitar crew so they can scamper up to a building roof to see if they can spot the enemy in the distance. But CMSF is very different from CMBN, where you're liable to stumble on a German mg squad one hedgerow over. The peculiar nature of Normandy terrain make dismounted spotting problematic - and mounted recce even MORE problematic. Most maps you're rarely outside of rifle range. I'm reminded of an anecdote attributed to Patton where, after he lost contact with the enemy during the Cobra breakout, told an aide to hop in a jeep drive up the road until he gets shot, then report back to him about the enemy's whereabouts.

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