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Fishu

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Posts posted by Fishu

  1. I'm only wondering how you got to such conclusions from my post :>

    An assault rifle is kind of a machinegun, at it's ranges.

    Better to assault defensive location with assault rifle than single shot rifle, regardless of the machinegun.

    Same was true with SMG, but it lacked the range badly, whereas an assault rifle gave it the range.

  2. In russia, had the MP44 been developed quicker, instead of in secrecy behind Hitlers back and then mass produced immediately, it could've done a big difference.

    Which one is better at shooting alot of people, a rifle or an assault rifle? :>

    and most resources were used in east.

  3. Since no possibility to do CC2 maps yet, I decided to see if CC3 has something to offer.

    I found one of the Kursk maps rather nice to try it.

    However like with most of the CC3 maps, theres quite scarce natural cover and so I improvised with the cover.

    Otherwise some improvisation too to get things fit, but tried to keep the basic layout :>

    Some things just arent so easy to do with premade tools in such a scale.

    guess someone would do it better but oh well ;)

    So if someone would want to test the general layout of the map, I'd appreciate it...

    Victory points and deployament zones arent exactly yet decided, so you could try your own locations for those.

    kurskcc3.jpg

    kurskcm.jpg

    Zipped map file

  4. Stantard rarity just makes historically less common units more expensive.

    Older models becomes rarer by the time and therefore gets more expensive.

    New models are rare and are more expensive.

    Variable makes this more random.

    With variable rarity, you could simulate different availability of certain area/unit.

    Not like every area/unit had 5% chance of getting Tiger and 30% chance of getting PzIII in august 1942.

  5. I haven't ever heard of any extensive use of body armour, simply because those weren't suitable for moving around without too much hassle.

    To stop a rifle caliber bullet, you'd need too thick plate of steel armour to protect yourself, to be able to carry it for far.

    you don't get much at all protection with 6mm armour.

    Could protect from SMG, but rifle would slice & dice it at will.

    However, I've heard of soviets covering MG gunners with body armour, to an extent where AT-rifles were found to be useful at sniping them.

    So I suppose it was rather commonly done when multiple types of ATRs are mentioned of being used against these.

  6. I know that the best tool against ATG's is either a huge caliber gun or medium mortars...

    Just hard to get the 150mm IG into position to kill ATG though ;)

    Although once in the positoin, it's merry bang bang.

    Medium mortars however.. easy to set up quickly and ATG crews will be running in a turn, or two at most.

    Nothing beats 120mm mortar spotter though :>

    inexpensive and effective at driving away any pesky ATG...

  7. Yesterday wanted to pull my men out in time of their position and well.. it was a pain in the arse to get them withdraw.

    Each time when group of enemy troops fired on them, they crawled back to their foxholes.

    Those enemies were even quite far away to be actually effective in the firing.

    They could've easily just hit run, hit the dirt, run... instead of hitting the dirt and crawling back.

  8. I've seen a picture of the turret front with mantlet part and the gun on it.

    The mantlet itself is in two parts, there is 30mm vertical armour innerside and 37mm curved armour outside.

    Leaving little bit of empty between the two.

    Problem with sources claiming it is 30 or 37mm, can be that it is not taken into count that the mantlet is just the external part and theres still armour inside.

    So the mantlet is just taken as one part and some authors might've thought the 30+37mm comes from the very little area where 37mm curved mantlet overlaps with front turret armour on the sides.

    Upgrading of earlier models could've caused some confusion as well and errorneously handled as H's.

    So the CM's front turret armour for PzIIIH is wrong with the plain 37mm curved armour.

    30mm is the typical armour thickness for the front of early PzIII's, which is beefed up with extra armour plates in turret and hull (on the turret as the part of curved 37mm armour on mantlet), up to J, where those became one solid 50mm armour.

    [ April 30, 2003, 08:28 PM: Message edited by: Fishu ]

  9. I suppose your ear is least of your worries when you can hear the bullets whizzing by you from ahead.

    But I suppose you could squeeze quick bursts with MG42.

    By the time you release the trigger while doing that, you would have already fired 2-6 bullets before you even notice.

    MG42 simply has so fast ROF that the recoil most likely wouldn't even mess up too much by the time bullets leaves the barrel.

    Although it might be one meany kick.

  10. Does anyone still have Close Combat: A Bridge too far?

    I was thinking of making scenarios after its maps if those would be big enough and possible to do nicely.

    However I found out my CC2 CD refuses to work on both CD drives I have.

    So if anyone would bother to get screenshots of the maps in a fair size, I would really appreciate it smile.gif

    For the begining screenies of two maps would be good, to see whether its worth the effort.

  11. Originally posted by manchildstein II:

    i had some cz-52 czech pistols and a 'tokarev'... all chambered in 7.62x25... i had a box of '50s 7.62x25 and many of the casings were 'split'... they still worked fine... some people said 'don't do that' and others said, 'what me worry?'...

    Problem could been that the '50s 7.62 has higher powder loading, which could harm the pistol.

    I don't know the situation, but often it can be so

  12. Originally posted by Ant:

    </font><blockquote>quote:</font><hr />Originally posted by PlattCmdr:

    Not exactly a bug issue, but perhaps a playability issue: What about the incidence of tank commanders automatically unbuttoning in the minutes/turns that follow after having been instructed to button up? This obviously is an issue when sharpshooters are present.

    There however doesn't seem to be an occurance of this in CMBO, and I was wondering, if in like fashion, the power could be taken away from the AI and placed back into the hands of the player for CMBB too?

    In CMBO once the AI buttoned up it would never unbutton itself, which lead to a severe handicap for AI AFVs which had buttoned: ie, visibility penalties.

    AFAIK it was decided to implement an automatic AI unbuttoning in CMBB which removed the visibility penalties for the AI. Unfortunately this behaviour seems to have become part of the human player's side as well. I agree with you: A human controlled force should remain buttoned until the player instructs otherwise, don't know if it's possible to code into CMBB now though. </font>

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