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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. BFC said they could live with the inevitable ribbing on the forum. Might as well get it over with now.
  2. As I stated in the other thread, Russian APFSDS type is unknown even to beta testers. The problem with modern ballistics is that you can find a wide range of claimed values for projectiles and armor, so that even if you knew what round the game uses that would not necessarily tell you how well it performs. 770mm RHA @ 2000m would be a reasonable number for 3BM-60 Svinets-2, but 3BM-48 Svinets is probably in the 600-650 range, at least according to Vasiliy Fofanov.
  3. We don't know for sure, but the Abrams in-game is very likely using M829A4 given that the game takes place in 2017 and the new round is planned to be in service by 2016. Russian APFSDS type is more uncertain. 3BM-60 Svinets 2 would be my guess, but we beta-testers haven't been told what it is so we're guessing like everyone else
  4. Unless Charles has added it to Black Sea without telling anyone, armor degredation is not modeled in CMx2, with the exception of ERA. Presently in the game the Abrams can be penetrated frontally by the latest Russian tandem HEAT and APFSDS munitions, but only occasionally. It's a crap shoot with the dice loaded in the Abram's favor.
  5. It wasn't hard to reproduce. It works differently than with vehicles, and that is the problem. It's already been fixed, and it looks like the fix may even make it into the Red Thunder patch *crosses fingers*
  6. Marketing. The brand took a hit during the '91 Gulf War.
  7. It doesn't matter what order the commands are issued, nor does Target Briefly behave any differently. I have logged it as a bug in Red Thunder and Normandy (it's the same in both). It may be too late for the Red Thunder patch, which is at the stage of gestation when BFC will usually only fix catastrophic bugs. But if it gets fixed in one game it will eventually make it's way to the others.
  8. Move is more of a necessity in Black Sea than the WW2 titles. But even in the latter, Move is a surprisingly effective assault command in the right situation.
  9. The "faster" unit isn't actually running faster, it's just running in a straight line while all the others zigzag. As soon as the turn starts the "slow" units are sucked over next to a wall by the cover magnetism TacAI mechanism. While running next to a wall they zigzag. Don't know why, they just do. The "faster" unit doesn't get sucked over to a wall for some reason so it runs straight.
  10. Machine guns and sub-machine guns are significantly different categories of weapons. In the same vein, lethality and suppression should not be lumped together. A weapon does not need to be particularly accurate to effectively suppress.
  11. Unstabilized weapons should probably have a larger accuracy penalty when used for automatic fire.
  12. That shouldn't be happening. I don't think reinforcements are possible in a QB.
  13. The Syrian army uses this tactic a lot. But they are fighting irregular forces that have often lacked anti-tank weaponry.
  14. Fixed weeks ago. It really hasn't been any one thing.
  15. I just spent 10 minutes trying to produce the situation described using units next to bocage and target waypoints to bocage. I got 360° LOS at the waypoint every time unless I put the unit on Hide, and even then it was 360 if the waypoint was in flat terrain. While I don't think you are imagining things I just don't know how or when it is supposed to happen.
  16. It shouldn't matter what direction the unit is facing or what side of the map it came from, and I don't think it does. Units normally have 360° LOS unless they are directly next to blocking terrain. What does matter is the unit's current stance affecting elevation, i.e. if it is walking, prone, ect.
  17. Depends on the source of the dust. For dust kicked up by units in CMx2 from movement or firing, it is tied to spotting the unit. You have to spot the unit to see the dust. Dust -- and smoke -- caused by artillery is always visible.
  18. Vehicle passengers are not listed in the UI for the vehicle. That's the way all the CM games work, with all vehicles and on any difficulty level.
  19. Umm, 20 batteries of 288 rockets each -- that's 5,760 rockets -- will blanket a very large area. For the price of a single T-34. And of course you don't have to hit the whole map, just the part the enemy may be occupying. So for instance, if you are playing on a 2km x 2km map you may only really need to hit half of it. Dump 5,760 rockets on a 1km x 1km area and see whats left.
  20. Last we heard from Steve he was at some airport in eastern Ukraine doing "research". He said he'd be back "when the smoke clears", whatever that means. I'm sure he'll be along shortly.
  21. ? There is no borg spotting in CMx2. Unless you play on the lowest difficulty. I think it's called "basic training".
  22. It may have at some point, but I don't know when. I started out playing Elite only and didn't even try Iron until about a year ago. But the way Iron works now is that all friendly units are always shown during the WEGO command phase.
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