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WineCape

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Posts posted by WineCape

  1. I zoomed in on a scrap yesterday and the sequence went:

    1. Under

    2. Over

    3. Under - exactly where round 1 landed

    4. Way over - much further than round 2

    5. Under - back to exactly the round 1 spot

    6. Hit

    I have got used to the fact that my Sherman drivers can't manage a clutch or steer in a straight line, but to have gunners who have worse short-term memory than I do, is bit galling. Perhaps the reason I have never seen the ultra-aggresive bailed out crew syndrome is that all my crews forced to evacuate are still looking to sort out their zimmer frames when they are mowed down (the occasional survivor I put down to the German infantry laughing so much they can't shoot straight).

    Well, given ideal firing situations I have these test results on record :D

    Setup:

    -- All regular tankers;

    -- M4A3 Shermans versus PzIV(H)'s;

    -- All AFV’s are immobilized, each in separate lane, non hull down;

    -- Distance 800m, all tanks unbuttoned, facing each other head-on;

    -- Only counted hits on AFV’s, not on bailed crews;

    -- "Billiard table" ground conditions between opposing AFV's, no trees;

    -- 8 x Bosche tankers squaring off against 8 x USA noddies in separate lanes in each Test below:

    RESULTS: REGULAR TC's @800m

    1st Test: 19/37 misses fired on both sets of AFV’s (9 German/10 USA)

    2nd Test: 12/28 misses fired on both sets of AFV’s (5 German/7 USA)

    3rd Test: 27/40 misses fired on both sets of AFV’s (10 German/17 USA)

    4th Test: 18/32 misses fired on both sets of AFV’s (10 German/8 USA)

    5th Test: 28/46 misses fired on both sets of AFV’s (13 German/15 USA)

    Total AFV shots = 183

    Total misses @800m are 104/183 = 56,8%

    NOTE: 5 Allied gunners + 1 German gunner went 4 x Misses in a row

    Stressing the point again: Above results are in ideal firing conditions; that is good weather, motionless, immobilized, etc.

    Add, increase or change the above parameter(s) and you will find even greater % misses.

  2. Test Scenario bumped to BFC: When a FlaK 88 were taken out as well as it's Ammo Bearer Team servicing said gun, the latter went "Rattled" (regular troops). The 2 Flak guns still remaining unscathed did not suffer a morale penalty at all (also being out of C2/out of LOS with one another and their HQ's). However, the 2 Ammo Bearer Teams (from the same platoon) servicing the surviving FlaK's, all unsighted/out of C2 with one another and their organic Plt. HQ, received a morale hit (in my particular case = "Cautious") at the very same & immediate moment their mates went "Rattled."

    BFC are now officially aware of this immediate info sharing issue.

  3. Pretty sure this is true for any off-map arty with smoke. In CMSF ammo levels were like an allotment available, rather than a discrete number of rounds of different types. If you fired HE until your allotment was expended, there was nothing left to allot to a smoke mission. If you fired smoke, you used part of the allotment that could go to HE.

    This seems to have carried over to CMBN despite the discrete ammo counts.

    This is my understanding too; the idea echoed also by resident artillery beta tester JonS when so queried. However, it would be nice if it can be programmed to be otherwise.
  4. I will look at this issue thoroughly and then bump it to the relevant Beta forum regarding different units within same organic formation, out of C2 with one another, being all hit with a morale penalty immediately if one unit gets the chop. This does not seem ideal/realistic. Need to devise a premise and test scenario, the results will then be clearer for BFC to take action, if possible.

  5. Also, the closer I get to a ? icon the smaller it gets. This often results in the icon being buried in a hedge/bocage when i get close enough to give orders.
    It can be difficult to see, at times, if the "?" icon does not stay big/large as you scroll the camera, but the reason why it's IN the bocage is to indicate where and near what part of the bocage an enemy unit was spotted. Again, this might have been (elegantly?) accomplished by keeping the "?" icon slightly oversized the nearer you scroll to it to make it easier to see among the hedge/bocage foliage.
  6. BF will be implementing "cover armour" arcs as soon as they can. It might be in a patch, or a module for CMBN, or we may have to live with it until the Bulge game, at least. My money is on the latter, but it ain't going to happen soon.
    Ehh, no, as to prevent any false hope: BFC is on record they will not look at Armor Arcs before the "next major release, and not until then", which will be the Battle for the Bulge series. Set you sights on that, as a possibility, not earlier, as you did note with your monetary notes in your last sentence. ;)
  7. That's not a bug. There is plenty of reason to shoot at AFV's. Suppression, force them to stay buttoned, could break antennas, scopes, secondary armament.
    At the moment, this is being looked at on the beta forum, and BFC is aware of the undesirable behaviour of AI squads firing on unbuttoned TC's from ranges all the way up to 250m and beyond. "Not desirable", in that there should be a cut-off range where unhidden AI squads have no realistic chance of damaging/killing the tank/TC, since AI squads are giving their positions away to a specific targeted unbuttoned tank, unnecessarily so and with (usually) deadly tank return fire.
  8. 1.) Anything that doesn't work as I expect or desire is broken.

    2.) If it doesn't work the same as some previous version of CM or like some other game I prefer, then it isn't complete and needs to be fixed in the next patch.

    3.) If it doesn't include my favorite WW2 vehicle, no matter how rare, the game isn't done

    4.) my experience playing the game since it was released is equal in value to yours having played possibly years

    5.) I test nothing to validate something I saw. Once is enough, suck it up and fix it.

    6.) If I have to read the manual it isn't explicit enough

    7.) Anything that happens that is "buggy" no matter how rarely is enough to ruin the game enough that I won't play anymore...ever

    8.) If I have to read the forum to get hints or even see if my issue hasn't already been talked to death....it isn't explicit enough

    9.) Though I don't run my own business and actually have no experience doing so, I won't hesitate for a second in telling BFC how to run theirs

    I would put this in my sig line and just post that evertime we have a grounded/ungrounded complaint about some CMBN mechanic. To be used as a checklist and to be filled in for all for new/old issues.

    However, I was admonished, many years ago by that whip, the Baldy One, that my previous wine sigline was way too long. We all had to shorten ours, except for dear Michael, 'cause he's always right. But he's on a Mac. And Mac people are forgiven for having long-winded siglines and large 50 inch monitors.

  9. Originally Posted by YankeeDog

    There really needs to be an intermediate step, for when the mortar fire is being called in by an observer close enough to the mortar team to relay targeting information via voice. This shouldn't be quite as fast as direct lay, but it should be a heck of a lot faster than missions called in via radio link. Right now, from what I've seen, there is little, if any, difference.

    This has been picked up by a Beta Tester on the relevant forum, AFAIK, just before release of the game. IIRC, Battlefront is aware of this.
  10. "Known to the Player" is not the same thing as "Known to the Unit". It's the difference between Absolute Spotting and Relative Spotting. .....A specific unit should be allowed to Area Fire on a spot which it would reasonably have a suspicion that an enemy unit might be present. A specific unit should NOT be allowed to Area Fire on a spot which some other unit, which is not in communications, has a suspicion or knowledge that an enemy unit might be present.
    Indeed. And the crux/answer to this whole thread.
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