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Bonxa

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Posts posted by Bonxa

  1. 1. Full movie playback. This is a must. It would add a whole new dimension to the CM life. :D AAR's should be watched!

    2. Spotting fixed.

    3. Better arty model.

    4. I've been thinking about a sepatate overlay "layer" where phaselines, TRPs, coverarcs and the likes can be drawn which then can be toggled on and off just as say unitbases. This "tactical layer" can then be turned off for the movie play when everything is as "real" looking as possible. What do you think?

  2. This has happened to me as well. 3 in. spotter with radio (I doubbel checked) couldn't embark on carrier nor Lee. Transport class listed as 2 I think. Since I only got the game on Friday and since I have been busy I have not tried to recreate the situation (yet).

    I really like the 3 in. so please fix or do somefink. :rolleyes:

    Great game btw, it's nice to see the med. And it'll make the wait for CMX2 much more pleasant. smile.gif

  3. One thing I think is missing but has been discussed elsewhere is better arty modeling. Just designating a point as a target doesn't work well. I know there are arty grogs out there who know a lot more than me about this. Just thought to mention it.

    Otherwise the full move playback is at the top of the list. And you should be able to save the replay file so that other people could watch it. Just think of the AAR possible! I think it could be as large as modding on the net, to see good players replays.

  4. Sound like a tough scenario. I haven't played it myself so I don't know the lay of the land but the placement of your troops is crucial when dealing with a heavy attack. Try to find reverse slope positions for your infantry. There the krauts can't pound you as well with their tanks and their infantry will have to come real close before yhey can spot you. The AT guns should be kept a little to the sides and then given coverd arcs so that they only fire up close and personal flankingshots. In general keep your men hidden as long as possible and try to take on the enemy only piecemeal. Your Maxim MG's can open up a little earliere though in an attempt to stall the enemys infantry. Same goes for the AT rifles. Hope you can make some sense out of this.

    Good luck!

  5. I've seen this too and it's been ap as well as he. I'm against it as a undocumentet feature because I find it unrealistic.

    Imagine yourself as the gunner in the tank. Now you would be looking through the sights parallel to the gun (where they?). If there was an obstacle 10 m infront of the gun, say a crest, you would make sure the gun cleared it. And aiming at that range can't so hard as to resulting in several rounds going into the crest. A little randomness at 100m or 1000m is fine with me but 10? :confused:

    Just my opinion

  6. I see that it could just be a grave miss but at times it misses gravely round after round as mentioned above. Wouldn't the gunner se through his sights that there's a crest in the way?

    I think it should be adjusted so that it doesn't occur frequently and certainly not several rounds after eachother.

    Just my two cents.

  7. I've recently encountered some odd behavior with hulldown tanks. They have good LOS to a target and are in a hulldown position in relation to it according to the LOS tool. Then when they open fire the rounds just hit the rise just in front of them which they're hiding behind. It seems odd that the tank opens fire when there is an obstacle a few meters in front of the gun. The solutions is simple enough, move the tank furter up so that the barrel get above the rise.

    Is this somekind of simulation of the tank being turretdown or is it a bug? Has anyone else encountered this. Just curious. :confused:

  8. I like to deploy my AT assets so that many cover the same area. Combine AT-guns, tanks and zooks/shrecks. Then when a nice portion of the enemy force has entered your killing ground you open fire with just about everything you've got. The multiple targets presented to the enemy can be very disturbing and you're practically guarateed to make quite a few kills. Also, if you pull this of, the psycological effect is tremendous. In a combind arms battle, losing your AFVs as the attacker can ruin anyones day.

    If this kind of things is possible of course depends on the map and the number of AT assets at your disposal. When I get to pick my forces myself I like to spend a good portion of the points on tank killing stuff because of the reasons above.

  9. I've seen Engineers taking out AFVs a lot of times. Most recently in VoT. Just had to replay that classic demo scenario. smile.gif

    The satchel charges are much better than the usual grenedas when dealing with tanks and the like. Get in close and with the entire platoon. Make sure that baby is buttoned first.

    What I really like are the airborne troops with their gammonbombs + hefty firepower. No FTs though.

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