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Vanir Ausf B

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Posts posted by Vanir Ausf B

  1. If LMGs could run, even for short distances, they might be worth it. As it is I think they are one of the more useless units in the game and never buy them. I can't think of any type of game I would not rather have a HMG.

    HMGs are terrific HE soaker-uppers. Hopefully this will be fixed in CM2 by allowing them to abandon the weapon.

  2. <BLOCKQUOTE>quote:</font><HR>Originally posted by zgrose:

    Does the Hide order have the same effect of making the unit hold its fire like it does for an infantry unit? I have a tank sitting in ambush on the blind side of a curve in the road and would like for it to go "silent" to maximize my chance of getting the first shot off, but I don't want it to try and "hide" from any tanks that appear.<HR></BLOCKQUOTE>

    If you want to get the first shot off, I would not hide. Hiding tanks do not spot very well and will be sluggish to open fire when a target presents itself. Hide is a mostly worthless command for vehicles.

  3. <BLOCKQUOTE>quote:</font><HR>Originally posted by Chad Harrison:

    why did BTS do this? i think to represent the fact that most of the time, germany's forces were lots of soldiers with support, vehicles and some tanks, mostly SP guns and assult guns<HR></BLOCKQUOTE>

    That's exactly why they did it.

    As for whether it gives the Allies the upper hand, I would say no, I don't think it does. In fact, I would say the Germans are a little easier to win with in combined armes battles.

  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Captain Wacky:

    What is the ladder that most CM players use? I have been told tournamenthouse. Is this right?<HR></BLOCKQUOTE>

    I might depend on how you intend to play most of your games. If your going to be doing much TCP/IP, Tournament House is the way to go. If your a PBEM only guy I would recommend Rugged Defense. I've never tried TH, but I've been on the RL ladder for months and like it.

  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by MrSpkr:

    In short, if your opponent doesn't tell you that he wants this or that specific rule, then it is his problem.<HR></BLOCKQUOTE>

    This is the bottom line for me as well.

    I have just had a similar experience in a game where on turn 19 or 20 of a 30 turn game my opponent informs me that "some people" would consider using Gerbils as gamey. This despite the fact that we had made no restriction on the purchase of infantry types.

    When I took exception to this, he reminded me that he was not calling me gamey, just suggesting that "some people" would think me gamey. I found that mildly amusing.

    I have nothing against requiring transport for guns, banning anything carrying an SMG or whatever. But if you don't inform your opponent of what you expect prior to the start of the game, don't come crying about it later on when your losing. You could ask 100 CM players to make a list of things they consider gamey and no 2 would be alike. It's not your opponent's fault for not reading your mind.

  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Michael emrys:

    I think what was meant was that you plot a move requiring more than one turn to complete. At the beginning of each turn, put in a pause. Thus, you have a pause in the middle (more or less) of the move (not the turn).<HR></BLOCKQUOTE>

    I don't think that is what he meant. There would already be a C&C delay so giving a pause order on top of it would be unnecessary unless you wanted the tank to stay there for half the turn. But, whatever. It's not a big deal. I just think having the ability to do pauses in the middle of move orders would be nice.

  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Big Time Software:

    True, but this is up to the player. There are a half dozen ways of doing this, but generally they center on the HUNT order, giving Pause orders during the middle of a move, or halting orders completely and then replotting using the C&C penalty as a pause of sorts.<HR></BLOCKQUOTE>

    The pause command cannot be given during the middle of a move, only at the beginning. I wish we could do that.

    Using the C&C penalty to do halts means you have to plot the orders over the course of more than one turn. One extra turn for every halt. This is usually not feasible and is unwieldy in any case.

  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Chad Harrison:

    vanir (or anyone whos tried this), where will the red target line be drawn then?<HR></BLOCKQUOTE>

    If you manually targeted, it will be on the target. When the TacAI fires the MGs at a target it chose, there is no target line if only MGs are being fired.

  9. <BLOCKQUOTE>quote:</font><HR>Originally posted by Chad Harrison:

    i give the "fire" command and select to not fire the MA, the turret then will not swing to engage that target, leaving the old targets (this is assuming that the old target was not a big threat, ex: a tank)?<HR></BLOCKQUOTE>

    No, if you manually targeted the infantry in front of your tank it would swing the turret back around so it could use the coax MG.

  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by Chad Harrison:

    so the general consensus is that the bow MG's firepower is added to the others and he fires it when he darn well pleases! <HR></BLOCKQUOTE>

    Not exactly.

    <BLOCKQUOTE>quote:</font><HR>i knew you couldnt give the BOW MG specific target orders,<HR></BLOCKQUOTE>

    Yes you can. If you give a tank a fire order it will use the hull MG against that target if it can, regardless if you tell it to use main gun or not. If the TacAI gives the fire order, then the hull MG may fire at a second target, if available.

    <BLOCKQUOTE>quote:</font><HR>but when your turrets one way, your hull is another, and some ground pounders show up infront of the hull and not the turret, does the BOW MG automatically engage them? <HR></BLOCKQUOTE>

    Yes.

    <BLOCKQUOTE>quote:</font><HR>ive never seen two sets of tracers come out of a tank in a case like that.<HR></BLOCKQUOTE>

    Play the game some more and try letting the TacAI choose your targets for you most of the time. That's what I do and your tanks will live longer lives that way.

    <BLOCKQUOTE>quote:</font><HR>or are the bow MG tracers not shown (this is in situations when the BOW MG does NOT have its own ammo, unlike the carriers where the bow is the only MG)?<HR></BLOCKQUOTE>

    Tracers are always shown.

  11. If left to their own discretion, the different MGs can and sometimes will target different targets at the same time. You'll know when this happens as there is a tracer animation going to each target. The hull MG will often shoot at a differnet target than what the main gun is firing at.

    I've never noticed any difference in tracer animations from the guns, but the hull and coax MG do have different sound effects. If you're using the stock sounds the hull MG is a light snaping sound (the same sound used for the Vickers, 1919 and 1919 MGs), while the coax is a deeper, rougher sound. If the flexible MG is a .50 cal it will use the unique .50 cal sound; if it is a .30 cal I believe it uses the hull MG sound.

    [ 08-02-2001: Message edited by: Vanir Ausf B ]

  12. Oh, I forgot:

    <BLOCKQUOTE>quote:</font><HR>Originally posted by The_Capt:

    Group morale is portrayed by global but morale and it's effects are much more complex than that. Sub-units will suffer varying morale effects based on what is happening.<HR></BLOCKQUOTE>

    This was also discussed and there will be no moral modification to individual units based upon what they can see. It's an engine limitation thing.

  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by The_Capt:

    It has been said that the first two points will be in CM2 but that is like saying "it is in the Bible". I was wondering if anybody has heard anything more specific on the subject.<HR></BLOCKQUOTE>

    I'm not even going to try to find the exact quotes. I think most if not all of them are in the various recent machine gun and SMG threads.

    Steve really hasn't said much more than what I said. As for MG ROF, in CM2 MGs will vary how often they fire depending on the distance to target. MGs firing at very close targets (like rushing SMG squads) will be able to "go for broke". This may or may not increase the chance of jamming.

    Beaten zone is already modeled somewhat in CM, but its affective area will be enlarged in CM2. I don't know if it will be in an oval shape or not (I think it is circular now). No details beyond this that I know of.

  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by The_Capt:

    a) Rate of fire. It is situational and a "rapid rate" is needed.<HR></BLOCKQUOTE>

    It's in CM2.

    <BLOCKQUOTE>quote:</font><HR>B) Beaten zone. Or "grazing fire". This allows the effectivness to be distributed (like in real life) over an oval shaped area.<HR></BLOCKQUOTE>

    It's in CM2.

    <BLOCKQUOTE>quote:</font><HR>c) Group suppression. If squad A sees squad B getting cut to pieces, they are going to hit the dirt and stay there. As will C,D and F. Because the aren't suicidal.<HR></BLOCKQUOTE>

    I think this is what global moral is currently for, although in a very abstracted way. I'm pretty sure the unit specific effect you mention won't be in.

  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Doug Beman:

    Next, CM's RUN speed, IIRC (and from RTFM's description), does not indicated "maximum sprint;" rather it indicates a run like normal joggers do. The infantry are also ducking here/there, hitting the dirt, etc.<HR></BLOCKQUOTE>

    You must have missed the MG threads a ways back.

    IIRC someone did a test that showed that running infantry move at about 3m per second. So how does a group of guys moving at about 10 feet per second manage to "duck here/there, hit the dirt ect."? BTS doesn't know either which is why they are significantly lowering the cover given to running squads in CM2. Ducking and hitting the dirt while advancing will be modeled with the new Assault command.

    [ 08-01-2001: Message edited by: Vanir Ausf B ]

  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by Snake Eyes:

    That's probably why BTS will make it an option. This is not something that the 'big cat' lovers are going to like at all.<HR></BLOCKQUOTE>

    Um, I may be misunderstanding what you are saying, and if so, nevermind. But there is no provision in the CM2 rarity option for a tank or unit purchased to not show up in the battle. Rarity only affects unit price. If you buy it, it will be there.

  17. <BLOCKQUOTE>quote:</font><HR>Originally posted by The_Capt:

    I personally think these numbers are very low compared to reality. I think they have made CMBO an "infantry heavy" game.<HR></BLOCKQUOTE>

    Correct on both counts. The problem is the way the "run" move order is modeled. It allows infantry too much cover for the speed at which they are moving. That makes them unrealisticaly resistant to incoming fire (not just from MGs either, small arms and DF HE as well).

    This is being fixed in CM2 by making running troops have much less cover, and intoducing the assault order where they will move with a fair amount of cover, but much more slowly.

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