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WineCape

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Posts posted by WineCape

  1. *COUGH* There will also be an in-depth tutorial for you guys to play. Especially useful for you guys that haven't played CMSF before. ;)
    I second that! Took me awhile to get the basic AFV/infantry tactics right of CMBN, being an old CMx1 player and using those referenced habits. I hardly touched CMSF, 4 hours total via CMSF demo to be exact.

    The Tutorial should be a sine qua non for all old hardcore CMx1 gamers. Trust me :)

  2. I'll have lotsa more Lab Rats for my Beta fire range test files to give out!

    Wait 'til you see the after-penetration results of certain AFV's at 400m, 800m and upward ranges. A delightful surprise and will make you change your tactics compared to CMx1. As a small example, Bil and Warren's instructive AAR should be read again .... very carefully .... to pick up certain life saving clues. ;)

  3. I will congratulate him for having a roving eye. ONLY because the BETA members and developers posted here that they have corrected it and WILL NOT delay the release of the game due to this ghastly error.

    Now if any of you are going to shout again "Here be dragons" and thus possibly delay the game's release date....... well, we have your forum #.

  4. An observation ...

    "After-penetration effects, ranging from 'nothing' to armor spalling to brew-ups to casualties, seldom results ...... in a "one-shot-clean-kill" aka 1-shot-destroyed status for these specific tank duels [at 800m+]. Better get 2 guns bore sighted on the same AFV @ the same time (double overwatch!) in your QB if you want to kill your opponent quickly and outright. :D "

    This was for the PzIV(H) + Sherman M4A3, head-on, non hull down, duels 800m+. Bets are off under 800m and/or side shots ;)

  5. ... I'm curious, when you mention that you modify visual scanning for soft factors, do you take into account different optics and such. In other words, I've read many times that German optics were superior to U.S. optics because they used a more precise range finding method ...
    BTW, CM simulates the "Zeiss factor" for German gun accuracy. This optic advantage is quite noticeable at greater ranges (800m+) in beta tests done recently - Sherman M4A3's vs PzIV(H)'s. The Germans have less of an advantage the closer the distance, as both German/USA tanks guns had a relative flat projectile trajectory at shorter ranges.

    Charles recently indicated the M4A3 Sherman's gun is practically a "point-and-shoot" weapon for the gunner at close ranges (up to 310m) given the flat flight path of the shell, while the German KwK40 L/48 gun has this effect to roughly just under 500m distance, given documentary evidence/tests. So any given advantage the German optics might have in gun shooting accuracy, ceteris paribus, is in part/wholly negated within these respective ranges of these specific guns.

  6. ... Crew quality definitely has an effect. Regular crews take about 12-14 seconds from spot-to-shot. Crack, for instance take about 8 seconds on average. So for higher quality crews you get an 4-6 second advantage IF they both spot at the same time....
    Yes, agree/confirmed in testing done at 400m ranges for M4A3's vs PzIV(H) at least regarding the average spot (tell-tale small turret movement towards opponent's centre mass) and then-to-shot times for Regulars (non hiding, not hull down, immobile, face to face)
  7. Regarding forests in CMx2... there are a number of very nice toggle features for better visuals. However, if you really want to get the full fear factor of dense forest battles, go to Camera 1, lock onto an infantry unit on the advance, and imagine how much fun Hürtgen was for the Americans. I had a battle the other night in dense forest and it was horribly bloody. Hardly ever saw the enemy either. At least not alive. One thing I love about American rifle units is that they pack a LOT of punch when they do Area Fire :D

    Steve

    Aye. And how! :(

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