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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. I think it's unfortunate that they cannot be used for their intended purpose in the game.
  2. How much gun damage is realistic? I don't know. If the success or failure of a whole campaign rests on one or two units then that sounds like a design problem.
  3. Probably not. BFC have said that the TacAI does not aim for specific parts of tanks. And even if they did I don't know why they would do it against a Tiger I but not a Tiger II. But I am not convinced there is any problem here. No offense to Amizaur, but I wouldn't jump to any conclusions based on hit explosion animations and estimates.
  4. My testing under 1.00 showed that about 12% -- 1/8.3 -- of hits on the Panther turret knocked out the gun. Make sure the target tanks have fanatic crews. Also, try to use Allied tanks without the forward facing .50 to avoid all the extra hit text Keep in mind that in WEGO mode the location of the hit explosion animation is not very accurate.
  5. Some really good advice exists in the CM archives. Remember to look for opportunities to exploit the relative strengths and weaknesses of German and Allied tanks. German tanks were designed for picking off distant targets on the Russian steppe. So don't get into long range duels against them. Utilize the Sherman's faster turret and gyro stabilizer.
  6. 1) Lynx available in QBs. 2) M21 and M4a1 mortar halftracks too!
  7. US T27E2 rockets have about 75% of the lethality of US 81mm mortars, dispersion and blast effects inclusive.
  8. I will make such a post. Off the top of my head: Confirmed: New UI Strongly hinted at: Armor Covered Arc Adjustable waypoints Mentioned as a possibility: Fire I've probably forgotten one or two dozen items, but it's a start. EDITED to add: Tank riders are confirmed for the East Front game, but that may be years away.
  9. Hmm I think that was more than an AP width of greenery there, but it was perhaps not the best angle to show it. I did not record the next 60 seconds of comedy, unfortunately. As it turned out the Stug and the Sherman spent the whole turn shooting at each other without scoring a hit as all the rounds impacted on titanium tree trunks. I reversed the Sherman out of LOS on the turn after that.
  10. I doubt that. I'm not sure even BFC knows. I do know that they really don't care.
  11. An addendum to that: Trees are sticks made of titanium And the cotton wool is eye candy only. Many people lose units because they don't realize LOS can be traced through branches and foliage. Only the trunks block LOS. Plot you moves with "show trunks only" on.
  12. Sounds reasonable to me. For both sides or just US? German rockets are actually very expensive (which makes the US prices all the more perplexing).
  13. Any tank with a hull machine gun can do that (i.e. nearly all of them except the Firefly). I think the US half tracks with the rear-facing machine gun can also. It may be possible for Shermans with the 50 cal. accessible to the commander to fire at 3 targets at once, but I've never seen it happen.
  14. Yep. I ordered a German 81mm mortar team to move 130 meters, gave it a deploy and target order at the end. On the turn of arrival it arrived at the :58 second mark and fired its first round at the :44 second mark. It's listed as having a 46 second deploy time. It appears the deploy function is broken for all unit types.
  15. I just tested a German Pak 40. Started the game deployed, gave it a 320 meter move order with a deploy order and target order at the end. The gun itself arrived at the spot at the :02 second mark (after many turns spend moving) and started rotating to the target vector. It finished rotating and fired its first shot at the :20 second mark of the next turn. The gun is listed as having a 2.2 minute deploy time. I've sent Phil a PM.
  16. US rockets are frowned upon due to the ridiculous price that BFC will not even consider changing.
  17. I think it depends on if a person enjoys a challenge, or is looking for a relaxing "experience".
  18. If anything the game engine limitations make then unrealistically easy to kill. Just imagine if the crews could run into a foxhole while the mortars fall around them, then run out and re-crew the weapon when the barrage cleared.
  19. How short is a "short move"? I just plotted at 120 meter move by a US 57mm AT gun, then put a deploy and target order at the end point. On the turn of arrival the gun arrived there at the 45 second mark and fired it's first shot at the 16 second mark (they had to rotate the gun some). None of the crew were ever listed as "deploying".
  20. Has this been reported to the powers-that-be or do I need to send PMs to certain person(s)?
  21. I don't know, exactly. The hit graphic is highly imprecise in WEGO, so I have to rely on the hit text. From my notes the distribution was about 60% on the mantlet or gun, 40% on the turret front. That has always struck me as odd since the mantlet covers far more than 60% of the front of the turret. I've thought about starting a thread on the subject, but have held off since there were some tweeks made to the hit text and Panther shot trap function in the 1.01 patch and I haven't re-tested since then.
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