Silvio Manuel
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Posts posted by Silvio Manuel
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Originally posted by Licensed Fool:
No wonder Vet Gamer and Scatterbrain Kid turned their backs on this baying kindergarten and walked out in disgust.Hey guys wait for me..!
Let's report this guy to the FBI, he's so anti-BFC.
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The numbers stayed the same (see MG42 HMG in both games for example) but the fired-upon unit's response has changed. I believe that a squad and an MG w/ putting out the same FP should produce the same effect- I *do not* think it's different if you have a 10xrifle, 1xSmg squad firing at a range of 100m vs. a MG42 @ 700m (i.e. same FP for both let's say) where the MG suppresses more just b/c it's an MG.
[ December 03, 2002, 09:59 PM: Message edited by: Silvio Manuel ]
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Maybe use Pause and a sneak order to let your FT fire away for say or 30 sec, then sneak the opposite direction for 1 meter and then hide? Just a random brainstorm for ya. I think you might also want to give him a cover arc that includes the area-target, so that when he's hiding and facing the other way, if an opportunity target appears, he can engage it? That's kind of unrealistic for the German 32m range FT's, but maybe not so bad for the Soviets' 45m range.
[ December 03, 2002, 09:52 PM: Message edited by: Silvio Manuel ]
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I've seen it, I had enemy tanks shoot "through" a light bldg in CMBO, killing two of my Shermans who thought the house gave them flank cover... just about everything you see in CM is an abstraction, so use the LOS tool a lot, don't trust your eyes. The same kind of thing goes for infantry squads, for example. They actually occupy a 20m x 20m "tile" so sometimes they might appear to "close assault" a tank that is "too" far away, but at least one guy in the squad is at the "edge" of the tile the squad occupies. It's all in the abstraction, yes, yes...
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So they were pinned?
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Isn't it hulldown? It looked that way to me in Redwolf's screenshot. If so, it has nothing to gain by rotating its hull.Originally posted by Michael emrys:</font><blockquote>quote:</font><hr />Originally posted by Sirocco:
I'm also puzzled why the PzKpfw IV doesn't even rotate it's hull to face the ISU.
Michael</font>
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Is the unit pinned? If so, graphically they'll hit the dirt, and in game terms they won't move of fire much when pinned, which is likely if they just stumbled into a minefield!
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Thanks for the pic!
THAT is what an IL-2 looks like? I was expecting something more... bomber-like- larger or more intimidating. I guess it's "just" an F/B and not a heavy bomber, though.
[ December 02, 2002, 06:56 PM: Message edited by: Silvio Manuel ]
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Why not make up for lack of quality (caliber) with quantity, i.e. a bunch of the high ROF Regimental 76mm? OR maybe a 25 or 37mm FlaK...which do nasty things to infantry, and admittedly rape the lighter AFV.
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I almost never have the trees turned on (I'm a gamey bastard!) b/c it blocks too much, esp. w/ the default trees in CMBB.
I recommend that you start out with TINY and SMALL battles only until you get a feel for the game.
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Originally posted by redwolf:
/snip/Similar restrictions will apply to other vehicle pairs in that often assumed to be stronger vehicles will prefer to pull back in similar manners./snip/
I think that's the problem here (see bolding above).
[ December 02, 2002, 06:18 PM: Message edited by: Silvio Manuel ]
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Hot Damn! :eek: :eek:
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Maybe do a cover arc for each unit w/ a minimum radius to the front. Don't make the arcs face backwards unless you want the units to turn around and face that way and the end of the movement so that they'll prepare to shoot in that direction.
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Supposedly the IL-2 Shturmovik's actually had a weapon that dumped several canister of gasoline (or something similar) along w/ phosphorus so that it would ignite on contact (with the air? ground?). Too bad it ain't modeled...it would look really cool.Originally posted by Tigrii:Two things: one, the amazingly survivng FT had a yellow line, a casualty, and was shaken. 2: Imagine a FT-armed plane. :eek:
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That's funny b/c I could have sworn that Tigers were only in sPz Battalions attached to Heer formations...but I'm no expert compared to the likes of some of this forum's denizens.
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It doesn't have a mod for everything, but you're right, it is a good place to start, since I don't think any other mod pack has a mod for even more than just one unit.
For Winter terrain, try Tom's Ardennes 1944 mod, it's great. I like the one w/ reversed patterns so that the snowy parts are in the low areas and the muddy parts are on high elevation.
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Hmmmm, I wonder if it is b/c of the Ski Troops. The manual sez that they permanently lose the Skis if they attempt any movements *other than* move, move to contact, or run. Maybe there are way more LOS checks to see that if they come under fire, they go from one of the acceptable moves to maybe sneak, and hence they lose the skis? Pure speculation, I know. I'm sure we'll have to wait for Charles, no biggie.
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What are you talking about???Originally posted by Rob Murray:Case in point: the Sdkfz. Flak truck problem was not fixed with the patch. I had to download Mike 8 g's mod to fix it.
Ah but the Amputated Mullet looks strange b/c it is the secret Soviet weapon of commie horror!!!The ampulmet or whatever the hell is still looks like a cigarette! :mad: :mad: -
One small example is that Soviet Mech. Divs seem to have vastly different small arms TOEs, i.e. sometimes you can only buy squads that have like 7xSMG & 1xLMG, or all SMG (x7), while Inf. Divs have more "normal" loadouts. The Germans are similar, but not to heavily weighted towards SMGs, think CMBO Motorized and Armored PzG troops.
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Yes they are just visual improvements, they do nothing to the game mechanics, although if you mod all your tanks to winter camo, YOU as the player might have a hard time spotting them in a pure-white snow mod terrain setting! But the in-game CPU computing would not be affected.
Hi-res mods can potentially slow CMBO down, for example I only have a 12MB vid-card so Panzertruppen's Hi-res building are too much for me to use w/o the display stuttering too much. Most everything else I have is hi-res, I use vehicles and uniforms hi-res but terrain low-res b/c I have to pick and choose which hi-res ones I want or else CM will slow down.
You said, "If I am right so far, I'm not really interested in 'collecting' mods. What is the simplest way to improve the look and sound of CM?"
Some sites have comparison shots that compare a given mod to the default images and also to other mods. My fav for comparisons is
You said, "I have been told to just get MadDogs modpacks and that would be plenty. Correct?"
Other good mods are here:
http://www.militarygameronline.com/TCMHQ/
SM
[ December 02, 2002, 03:39 AM: Message edited by: Silvio Manuel ]
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Your post might get overlooked in this forum, I recommend that you re-post it in the Tech Support forum, and the tech guru Schrullenhaft will probably be along shortly...
SM
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What he said. On avg. the Soviet tanks have ridiculously good PSI's, while the German stuff is average (Panther) to medium to awful.Originally posted by ianc:Keeping the speed down seems to work best for me. For the larger vehicles, don't use fast move on anything but roads, and don't move off road if you can help it...
If you've just gotta get there and there's no road, plan to leave a few of the boys by the wayside...
ianc
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Tanks (if not other units) can see thru/shoot thru houses, due to the inherent abstractions of CM. I don't think that they're looking thru the windows on two adjacent sides of the house, but rather the boudnaries aren't where the graphical displays shows them to be. I lost two Shermans to a "see-thru" small bldg in my 1st PBEM.
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CMBO - Panzer IV vs. Sherman M3
in Combat Mission Archive #4 (2002)
Posted
Assuming we're talking about "vanilla" Shermans...
Keep Panzer IV as far back as possible; out at 1000m it will really shine, though you'll almost never get that chance in a typical CMBO game. I remember playing an all-Greens game, where my Shermans would blow smoke and back aay from Pz IV and StuG at 750m, due to the superior German guns (Muzzle Velocity= PzIV 750m/s, StuG 770m/s, Sherman 619m/s).
Panzer IV has slightly better ground pressure so it can traverse worse terrain a little better. Sherman has the extra "flexible" .50cal MG (a 3rd MG) which can dice up light AFV, and be fired in an AA role if unbuttoned when the planes show up.
Panzer IV will start to be in deep trouble if the Shermans can close the range, maybe to 200m, as the medium (IV-J has SLOW turret & no better armor) vs. fast turret start to really hurt it. Sherman has a better 75mm HE shell, too- 39 blast to 34. One more thing- this came up big time in a recent night game where visibility was only ~180m- since the Panzer IV's M.V. is higher, the shell trajectory is flatter, so if you're firing HE at nearby infantry targets, you're more likely to shoot long or short, which really sucks if you're aiming at a bazooka who just missed and is reloading.