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Redwolf

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Everything posted by Redwolf

  1. But in attack/defense surely the attacker should be free to pre-plan bombardment of the defender's zone?
  2. I don't think anybody in this thread has a problem with how they are spotted after they fire...
  3. I apologize for not testing much lately. All this stuff should be documented in the first place. In CMx1 you could use the "target" command and it would display an exposure rating for the target.
  4. Does anybody have measurements about the benefit for protection/cover that trenches and foxholes offer?
  5. How did you determine that your first-shot-hit-probability went up?
  6. Wait, what is your current problem? I though you could not run CM in 2560 x 1600?
  7. Might have been me. My memory says that the benefit is lost after moving. But I don't have a reference for that and testing it is too time-consuming for me right now.
  8. Yes, I believe that is the case. However, that cover is blown when in a trench because now the trench is spotted earlier than the gun. And trenches are expensive so you can't just buy enough of them to make the attacker waste ammo on empty ones.
  9. Well, Pak40 is 120 points, cheap Sherman is 190. So a gun is 2/3rds of a cheap, full tank More importantly, even if you get one tank out of every AT gun that engages your purchased AT guns do not all engage. Some are out of way of the chosen attack path, some are discovered by infantry before they can shoot at a tank. As long as we can't boost the gun with better cover and concealment in fortifications I think pricing them more at a factor of 0.4 or maybe even 1/3rd would be in order. It is all about actually getting the historical benefit out of the guns.
  10. No, I just tried. Approaching 3x Pak40 in open ground, foxhole and trench the trench gets spotted first.
  11. Yeah. It's more of a puzzle challenge than useful optimization.
  12. Nah, you must have done something really wrong to end up with some non-standard resolution on the Mac. Default for both desktop and CM, that should be it.
  13. Yeah, but the trench itself can be spotted farther out than the gun without a trench. Bad when playing human opponents.
  14. I don't mind how easy they are to kill in open ground. What nags me is how useless foxholes and trenches are in CMx2 for protection, and even have a negative effect on being spotted.
  15. One could try to package the entire HQS set into one brz. That would help. Especially if you re-package the base game brzs to not contain the same sounds. Right now you are loading almost all sounds twice.
  16. I for one am unconvinced that ground hitting fire (no matter which gun) will improve hit probability on tanks later in that spot. Zeroing in is very limited in CM, quickly lost and pretty much carried over from nothing to nothing.
  17. Cm does not have DPI scaling, you need to select a different resolution.
  18. Well, some way should be added to control things when a vehicle has more than 2 weapons. We already got the mechanism for 2, we need it for $n.
  19. How does plain infantry spotting compare to -say- an open top vehicle?
  20. The server seems on the fritz. On discord somebody was also getting a game nuked. I wonder whether there are currently any people using it successfully? Anybody?
  21. What standard rifles would British and Germans have in the current CMCW timeframe? Is it all still 7.62x51 NATO?
  22. Well, yes, but the point here is that SdKfZ 251/1 and M113 gunners have shields - but seem to die as easily as tank commanders who do not.
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