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securityguard

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Posts posted by securityguard

  1. there was a very weird bug that effected a friend of mine where he would get LOS on all his spotters and the rounds wouldnt even come close to where he spotted. One grid of his 75mm came raining down on his own men, his 120mm then hit way off the map, and his other 75mm his a wheat field near him causing it to go up in flames. I asked if they were rockets and they weren't (I knew they weren't, mostly because they weren't preplanned fire nor didn't sound like rockets)

    I've this happen to myself as well. With full LOS and everything.

  2. i just use them for crews. i find that if my squad is in really that much trouble, by the time they withdrawled they would be completely routed and ruined anyways.

    and when I use them for crews, I withdraw them off the map for points. I dont know how much points it gives, but its better than nothing.

    Originally posted by Snowbart:

    I was thinking there has to be something I dont know about it, and what it can do for you.

    its an instaneous command with no delay at all. in theory it can save lives, if shake your men. i dont think its that effective for casual use however

    [ May 01, 2003, 02:34 AM: Message edited by: securityguard ]

  3. I was just messing around with german rockets in CMBB to see if they are any better over the previous CMBO rocket artillery, but they still seem unweildly even with a LOS. Do they even require a LOS? I seem to target anything, LOS or not, and theres a certain threshhold of how far left / right the shots go. Incendirary Rockets seem interesting, albiet expensive. I'd like to use them in my next QB.

  4. I was just messing around with german rockets in CMBB to see if they are any better over the previous CMBO rocket artillery, but they still seem unweildly even with a LOS. Do they even require a LOS? I seem to target anything, LOS or not, and theres a certain threshhold of how far left / right the shots go. Incendirary Rockets seem interesting, albiet expensive. I'd like to use them in my next QB.

  5. I'll keep this short and simple: Do troops fear distant sounds? I'm not talking about somewhat close MG fire, but things like tank engines and very distant explosions.

    Reason I ask, i've been experiencing what feels like quirky randomness in games. Last game I played my friends troops all got up and broke. I mean, I wasn't even firing at them or anything - they just decided they werent winning at the moment and hauled complete ass across the map, causing me to win easily. I've also had russian troops refusing to enter a section of woods (they would break when they entered the woods, regardless if they were underfire or not) for whatever reason. Night time fighting is pretty misrable, but I wouldn't imagine it any other way.

  6. the cheapest aircraft, in my opinion are. I usually get aircraft with a bomb payload > strafe ability, because those 4 bombs can be absolutely brutal on an infantry squad. I had accidently bought everything but sufficient AT one time on a defense map as russians, and I still got a draw even though he played very well and had quite a bit of armor. reason? my stuka landed all its bombs into an infantry line then strafed a piece of armor to death. I've had nothing but success with planes, even under AA fire.

    i think of this way: i can either buy expensive spotters that may die / not be effective, or I can let a plane do my dirty work on the first few turns with ease. they are a bigger risk, however, due to their low spotting capibilties and being shot down / not using full ammo consumption. I still think they are worth it than high level artillery by all means.

    Another stuka story: On turn 4 or so (I was russians, another defense QB against human player again), my stuka bombed an area and strafed a few times. I couldn't see what it was killing, until the end really. turns out I had killed a half track and disabled some of my opponents guns. He still had armor, but couldn't pelt me from far away for too long due to my AT bunkers, so I ended up with a total victory. If he had those 150mm inf guns, it may have been a different story.

    Its simply all chance. Like rolling some dice. I think the risk is worth it, as said before.

    [ April 15, 2003, 04:46 AM: Message edited by: securityguard ]

  7. Originally posted by mike_the_wino:

    If you are talking purely of the fire issue I have been able to light numerous fires with FT and even a couple with molotov cocktails. I have also noticed that forest burns much brighter and spreads. This is just an obversation and I haven't done any real tests so that might be one thing to look at; differences in tiles burning.

    Just a thought.

    wouldnt you think lush, dusty wheat would cash on fire the easiest? forest maybe more dense in terms of foilage, though.
  8. Ampolument are the small mortars that shoot a flame projectile. In the manual it is specificly stated that they weren't very effective during engagements. I did a bit of testing with them.

    Most usual tests, against armour and other things. I noticed, however, that it is very difficult to start a fire with one of these things.

    I made the most misrable conditions possible: August '43, Hot, Very Dry, Windy (and I tested with Still just incase of blowout factor.).

    I unloaded all my Ampolument into the field and each time I did, I got at minimum of 1 small fire, with one time not getting any fire (!!!) at all. 15 x 20 = 300 rounds or so, all spread out on a large field (so not to concentrate them too much). I'm not too educated on Ampolument use or how big the canisters were, but the chance of fire seems ridiculously slim, even in the harshest conditions possible.

    I could understand a balance adjustment (launching a flame canister 250m then causing huge brush fires is pretty nice for only 21 points or so), so is that the case in this situation? Or were Ampolument really that useless?

    [ April 08, 2003, 12:45 PM: Message edited by: securityguard ]

  9. not sure about the mg and 20mm used at same time, but I do know if the AI thinks it shouldn't do something, regardless what you tell it it will do its own thing. I've asked my half tracks to use main gun many times, and they will maybe shoot twice, then give up. This is usually only if they feel its pointless. Its better to area fire, then they wont stop (usually).

  10. also, tanks in night battles are almost useless sometimes. try the scenario Night Raid for a great example of this. It seems even when I can spot troops within range, the tank doesn't seem to fire even with area fire (??). Also, even unbuttoned they have tons of blind spots. You can literally use the move command right up on them.

    nope, night battles are confusing and not that great

    edit: also, weather takes a huge role as well. I guess its fairly biased in the above tank review since Night Raid takes place during a snowy night, which would hinder them even more.

    [ March 21, 2003, 05:33 PM: Message edited by: securityguard ]

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