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Larsen

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Everything posted by Larsen

  1. What I see is that the panzerschreckz teams happily fire from the second stores of two story building from the distance of up to 300 meters and hitting consistently from 200 meters. And they don't get suppressed when firing from inside he buildings. And since you can't really choose to target the second floor specifically if the LOS to the center of the building is blocked (by hedge for example) then you can't even fire back at them unless they pop up in the window. I really hate how LOS works at CMx2.
  2. What is the consensus? Do panzerschreckz hit consistently at 200 meters? I also noticed that panzerschreck teams don't have any problem shooting from inside the building. I always thought that they should have problems with firing from buildings due to fire blast from the back side of the tube.
  3. The problem is that marked minefield does not equal clear path through mines. I marked one action spot and moved two platoons of regular troops (using hunt command) through it. I moved one team at a time and still triggered mines twice.
  4. This an interesting discussion. I feel that the way currently LOS is implemented there are potential MG placements that are almost impossible to suppress unless using on-map mortars or armor. Imagine a situation where an MG is placed in an action spot (AS) with the gunner being next to, say a hedge (hedge is especially nasty as it makes it almost impossible to suppress the MG from the other side of hedge as they are on the reversed slope compared to the units on the other side of the hedge). He is about 8 meters away from the edge of the AS and about 12m away from the center of the adjace
  5. I tried using mark mines command and it works (for the most part. sometimes here and there troops still step on the mines but that i can live with). I still think that infantry should not be allowed to walk on the known minefield without a safe path if not panicked. I don't think any allied or German commander would order his troops to cross a know minefield without making a passage through it. What do you think? Of course clearing a substantially large minefield is an an operation that requires a lot of time and effort. But we normally don't deal with those situations at th scale of
  6. Thank you, guys. Somehow I missed that command. I still feel that infantry should be prohibited from moving through the minefield that is not at least marked by engineers (unless panicked).
  7. Does CM has any mechanism where individual squads (pioneers most probably) can create safe paths through the minefields? I left a team of engineers sitting on a known minefield and they did nothing. I feel that if a minefield is found and identified by an attacker there should be no way that he could bring any infantry through without first creating a safe passage. Infantry just should not be allowed to walk through a minefield. Second, if a minefield is identified there should be a way to create a safe path through it. Think of it in this terms. An action spot in CM is 8 by 8 meters (I
  8. Aye yes... Bren... tripod... that brings "much good memories"... yea... only a "tiny problem"? You really didn't mean "tiny" did you? [ September 27, 2006, 08:14 PM: Message edited by: Larsen ]
  9. You can activate Esc key. If I am not mistaken it's Alt+Shift+: (if Alt does not work try Ctrl).
  10. Londoner, I sent you an e-mail with the set up a couple days ago. Did you get it? I used the e-mail provided by Kingfish listed a few posts above in this thread. Should I resent you the file to some other e-mail account?
  11. Londoner, I sent you an e-mail with the set up a couple days ago. Did you get it? I used the e-mail provided by Kingfish listed a few posts above in this thread. Should I resent you the file to some other e-mail account?
  12. Londoner, I sent you an e-mail with the set up a couple days ago. Did you get it? I used the e-mail provided by Kingfish listed a few posts above in this thread. Should I resent you the file to some other e-mail account?
  13. OK. Here is my tiny contribution to the tournament. I calculated the sum of the z-scores based on the Green as Jade data. Metemma South Mellons Bump Frontier Total Walpurgis Night 1.51 2.12 1.38 1.27 1.12 7.4 Larsen 1.13 0.75 0.81 2.13 2.05 6.87 Sripe 1.13 1.87 2.68 -1.87 3 6.81 Londoner 1.71 1.61 0.7 1.84 -0.09 5.77 Deadly 88 1.51 1.76 1.15 0.23 1.07 5.72 MickOZ 0.99 -0.01 1.1 1.41 1.85 5.34 Bryce Baker -0.6 0.87 0.98 1.7 0.87 3.82 von Lucke 1.85 0.73 1.38 -1.27 1.07 3.76 mPisi 1.03 1.44 0.76 0.58 -0.07 3.74 Tychus 1.03 1.53 1.66 -0.48 -0.07 3.67 Heavy Drop 0.5 0.24 0.92 0.37 1
  14. OK. Here is my tiny contribution to the tournament. I calculated the sum of the z-scores based on the Green as Jade data. Metemma South Mellons Bump Frontier Total Walpurgis Night 1.51 2.12 1.38 1.27 1.12 7.4 Larsen 1.13 0.75 0.81 2.13 2.05 6.87 Sripe 1.13 1.87 2.68 -1.87 3 6.81 Londoner 1.71 1.61 0.7 1.84 -0.09 5.77 Deadly 88 1.51 1.76 1.15 0.23 1.07 5.72 MickOZ 0.99 -0.01 1.1 1.41 1.85 5.34 Bryce Baker -0.6 0.87 0.98 1.7 0.87 3.82 von Lucke 1.85 0.73 1.38 -1.27 1.07 3.76 mPisi 1.03 1.44 0.76 0.58 -0.07 3.74 Tychus 1.03 1.53 1.66 -0.48 -0.07 3.67 Heavy Drop 0.5 0.24 0.92 0.37 1
  15. OK. Here is my tiny contribution to the tournament. I calculated the sum of the z-scores based on the Green as Jade data. Metemma South Mellons Bump Frontier Total Walpurgis Night 1.51 2.12 1.38 1.27 1.12 7.4 Larsen 1.13 0.75 0.81 2.13 2.05 6.87 Sripe 1.13 1.87 2.68 -1.87 3 6.81 Londoner 1.71 1.61 0.7 1.84 -0.09 5.77 Deadly 88 1.51 1.76 1.15 0.23 1.07 5.72 MickOZ 0.99 -0.01 1.1 1.41 1.85 5.34 Bryce Baker -0.6 0.87 0.98 1.7 0.87 3.82 von Lucke 1.85 0.73 1.38 -1.27 1.07 3.76 mPisi 1.03 1.44 0.76 0.58 -0.07 3.74 Tychus 1.03 1.53 1.66 -0.48 -0.07 3.67 Heavy Drop 0.5 0.24 0.92 0.37 1
  16. Madmatt, thank you very much for your responce. This is close to what I was looking for. I will e-mail the files to support address either tonight or tomorrow evening.
  17. Martyr,I know what you think about the arty problem. I followed this thread pretty closely since I am convinced that this is a very serious bug in the way CMAK handles artillery. Now, does that (what you think) has anything to do with what BTS thinks? No it does not. You don't work for BTS and what you think is just that - your speculations. CMAK is a software that to the best of my knowledge is still a supported product unlike CMBO and CMBB. Usually with any software program that was payed for customers can get some support. Some companies are better than others but usually any company will h
  18. I am a bit surprised at the lack of responce from BTS in this thread. I would expect one of the following four at least: 1. Yes, this is a bug and we'll fix it. 2. Yes this is a bug, but we are not going to fix it. You have to live with it. 3. No this is not a bug. Everything works as designed. (a brief explanation here would be nice). 4. We are invistigating the problem. But the complete lack of any responce is something that I wouldn't expect from a company that is as good with customers as BTS is. After all we are customers and we have a question about something that is not covered by
  19. Martyr, try to walk your FO before targeting or after the first strike lands on target cancel it, wait for a minute and repeat the same procedure again (with Priest raising dust). It looks like the first strike if FO didn't move does not suffer from the problem of temporarily blocked LOS.
  20. Schrullenhaft, the way to see this bug clearly is the following. Get a flat desert map with a few Shermans and a 81mm spotter. Target some area with the spotter (he would have a clear LOS to it) and target Sherman to the area just before where the spotter is aiming. Cancel Sherman area fire next turn. Your arty will fall in some arbitrary place. Reajustment does not help. the strike has to be canceled and retargeted next turn.
  21. That was my impression too. This makes targeting arty in desert very, very hard. Also this bug makes it virtually impossible to target with an arty the same area that you are pounding with direct HE.
  22. Interesting. I checked your results in a QB Editor and indeed there is a diffence in "to hit" probability between tanks with diffent skill levels. This fact contradicts what BTS was saying about the differencies in skill levels of armor vehicles. BTS stated that the only difference was a rate of fire (and a morale) but they emphasized that the gunnery skill does not chance with skill level. At least that was the case in CMBO. I wonder when this got changed...
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