Jump to content

SlowMotion

Members
  • Posts

    1,618
  • Joined

  • Last visited

Everything posted by SlowMotion

  1. It would be a cool feature. But there should be some kind of delay between the trigger and reinforcement arrival. Decided by scenario designer. A bit like when your forward observer asks for fire support from artillery.
  2. http://www.engadget.com/2015/04/27/darpas-steerable-bullet-proves-it-can-hit-moving-targets/
  3. Well the enemy unit used missile first, but missed. Only after that it used the 30mm gun. So I think units shouldn't just consider the lethalness of hits but also what other weapons the enemy unit might have. If such clear thinking is possible while your tank is being hit repeatedly Maybe things are working according to manual, but keeping the arc surely wasn't how I continued the battle during next turn's planning phase. Current algorithm feels like a drone might use, but we humans with just one life might be more cautious.
  4. Yes, my tank had spotted the enemy unit. My tank was immobilized so it couldn't reverse to better position. So firing back was the only way to defend. But the tank didn't do anything. The enemy kept firing for about 50 seconds from maybe 300m. Then during next turn I removed the arc, gave firing order and the enemy unit was history. But this was possible only because the 30mm hits didn't destroy my tank. IMO they could have immobilized it had it not been immobilized already. I don't know if the code works so that in some situations arc should be ignored and self defense overrides it. But it thinks defense means changing position or using smoke cover, but NOT using weapons which actually worked in this case.
  5. I believe a unit like tank should obey Arc command only to a limit. If an enemy unit appears outside the arc and starts firing with weapons that can seriously damage or destroy the unit using arc shouldn't the Arc be ignored and self defense have higher priority? The case I just saw was some T72 model of mine had Arc command in effect. A weaker enemy unit started firing from 90 degree angle and hit my tank at least 4 times to side armour with 30mm grenades. Still my immobilized tank didn't turn its turret towards the enemy to defend itself. Black Sea v3.01.
  6. question about 3.01 manual page 13 "Some systems such as Trophy and Arena on Russian tanks have 360 degree coverage, while others such as Zaslon and Arena on BMPs do not protect the rear of the vehicle." Arena is mentioned in both cases. Does this mean the same APS system has different coverage depending on the tank it is protecting?
  7. And quickest fix is to start playing against human opponents.
  8. Maybe using some AI logic that makes sense, but IMO keeping the HT in same place when an ATR keeps hitting it several times a minute is Russian roulette. It's just a matter of time when a penetrating bullet SHOULD damage something.
  9. Ok, maybe so. But *halftracks* was the group of vehicles I wrote about. HT crews seem to react to enemy smaller caliber firing quite quickly, but don't care much about 14,5mm hits. Which should at least make quite a bang when hitting the vehicle. Tank crews sometimes abandon their tank when it is seriously hit. Infantry often hits the ground when enemy starts firing. But HTs just wait in the same place despite several hits. I think this self-defensive behaviour which is present in most units is missing from the ATR vs HT case.
  10. IMO if there are say 10 soldiers in the vehicle and you keep shooting through the vehicle's back part towards the driver it should be very likely that either one of the soldiers or the vehicle gets damaged. Now you can hit 5-10 times (real counts from a battle, I have't done any articial tests) and the vehicle stays mobile and usually no soldiers die. I have no idea what level crews my opponent's vehicles were, but I could shoot entire turn and usually the HT wouldn't move.
  11. I have been watching effectiveness of Russian anti tank rifles vs German half tracks. It seems that they are accurate, but don't cause that much damage. Even though during a turn I may see several penetrations from ATR hits the HT does not reverse to safety like often happens when they are shot with smaller calibre weapons. Especially when a soldier inside a HT dies. Also despite several penetrations and the HT being full of soldiers in most cases nobody dies (no idea of any damage was caused to crew inside or the vehicle). So I'm thinking: is this correctly modeled now? I would assume hitting a HT full of soldiers would have pretty good chance of causing casualties to soldiers inside or the vehicle getting damaged, depending on the place of hit of course. And why don't HTs react to 14,5mm hits at all like they do when hit with smaller or larger caliber weapons?
  12. http://www.treehugger.com/sustainable-product-design/bunker-turned-into-studios-by-index-architects.html
  13. I like this usability improvement "Mouse text for targeting: too close or out of range"
  14. Yes, indeed. SHould have read more comments. But it seems there is something planned - maybe more truth in this: http://www.euractiv.com/sections/europes-east/germany-send-troops-ukraine-308957
  15. Germany Sends Military Forces to Ukraine to Prop Up Failed Government https://www.youtube.com/watch?v=CztaBViyMjU#t=11
  16. I hope there will be a 3.0 patch + Vehicle Pack bundle.
  17. Yes, this is what I tried to say in my first post. It could be a player error of course, but if so it sure has happened many times As you saw from the movie the tank was paused for 20 seconds and only then started driving towards a new position. So it was clearly meant to be using Target Briefly.
  18. Like I wrote the target line stayed in the TargetQuick point for 60 seconds. I'll see if I can still find a file. If not I'll send the file the next time it happens. I use TargetQuick quite a bit, so I've seen this happen many times. So either there is a clear bug or I somehow manage to give target command when trying to do TargetQuick.
  19. Ok, I made a copy of this to Tech Support forum.
  20. This is something I've noticed several times when playing PBEM games in CMRT v1.0. If I give "Target Quick" order that is supposed to last for 15 seconds AFAIK. I've noticed many times that during the movie the order seems to become Target command instead. The target line remains attached to the same place after the 15 second period is over and firing continues. This wastes ammo and can cause dangerous situations to the firing unit if your intention is to first fire for 15 seconds, then move the tank/whatever to a new position. During the movement it would be a good idea to keep turret towards the movement direction, but now it keeps firing while moving. Accuracy isn't too good because of the movement and if a new enemy appears it probably gets to fire 1-2 times before the turret has turned.
  21. Maybe not the same thing but I was really surprised in a recent PBEM game where my 57mm AT gun killed a Tiger approaching almost straight ahead. Distance was maybe 300m.
  22. I am aware of the IRL part. Map quality was a major problem during WW2. But this is a game and many other things are already much easier than IRL. For instance, real commanders didn't have constant knowledge of the position and status of their soldiers so they could make instant changes to plans when needed. This part of the battle is more realistic when you play in real time mode. Since you cannot observer all units at the same time and give orders it is possible that enemy units manage to do something for several minutes before you notice it and react. But I do understand this is not top priority, just WouldBeNiceToHave.
  23. One area where I would like to do things easier is identifying which parts of the map can be driven through with a vehicle and which not. Now trying to find paths to your tank through an area can be very time consuming. Especially if there are trees in the area. In CMx1 games it was very easy to recognize map tiles where you could and couldn't move. Switch off trees and possible paths were easy to see. In CMx2 it can take ages of moving your cursor around the map trying to find these map tiles that don't block movement.
  24. About ergonomics: Now if you plot a movement path, add a target command to a path node and THEN move the node, the target command disappears. If the target command stayed this would be an easy way to find hull down position for tanks. Just move the path node and watch the target line changing colour. This is the way it worked in CMx1 and it was very useful.
×
×
  • Create New...