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Vanir Ausf B

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Everything posted by Vanir Ausf B

  1. I do think that the command moral boost only applies to units under that HQs direct command. So a company HQ would affect the moral recovery of the platoon HQ units under his command but that would not percolate down to the squads except indirectly in that a routed platoon HQ isn't going to be in C2 with his squads. I have a vague recollection of someone testing this shortly after CMBN came out but it's been long enough I don't remember for sure.
  2. Why? Like I said -- unless I am missing something -- there is no difference in UI functionality between Iron and Elite during the command phase in WEGO. The friendly-unspotted-units-dissappear thing only happens during turn replay/playback/whateveritscalled.
  3. C2 is slightly more realistic in Iron because there is no automatic friendly spotting. It's a small difference but it's more than nothing. IMO there is no reason not to play Iron since the UI functions exactly the same as on Elite during the command phase (in WEGO single player and PBEM). It's only during the playback that you see a difference. Real Time™ and TCP/IP WEGO are a different story since the game is in replay mode all the time, which makes issuing orders difficult in Iron.
  4. I think that's what he meant when he said the manual is wrong. What he wrote is just a cut 'n paste from the manual.
  5. The only difference is that friendly units do not automatically spot each other in Iron mode.
  6. A brief FYI to any newcomers, so you know what kind of headwind you're up against: the idea of removing player control of out-of-C2 units in Combat Mission has been proposed -- by last count -- 442 times since 1999 and has been shot down by BFC on 441 previous occasions. They are quite adamant that CM will never be a command level game. And yes, that is what removing control would turn it into. Remember, they even took out command delays because they don't mesh with the Combat Mission paradigm.
  7. I just tested this on my 2.12 install and German 81mm mortar teams given Target orders on US 76mm AT guns shot their rifles out to 400 meters (the longest distance I tested at). Mortar teams not given any orders and allowed to fire on their own used rifles out to 300 meters.
  8. Low walls. Hedges. Low bocage. Windows. Trenches. Probably others
  9. I don't know for sure but I think so. I know Charles has said in the past that the penetrative properties of various small arms are modeled, although he was talking about CMSF at the time I assume that would extend to all the CMx2 games.
  10. There may be a few adjustments to QB rocket prices in the -- hopefully -- near future.
  11. This is high up on my list of things I'd like to see added whenever BFC gets around to revamping QBs.
  12. BFC agrees with you. In fact, that is all they have been working on for months!
  13. More likely aiming... firing... aiming... firing. That bug has been around since 1.0. Post them up. Or PM me if you don't want it public.
  14. Those observations are out of date. There is no longer a time limit on downloads.
  15. Nevermind. I messed around with it some more and found the problem. It's definitely a bug, but I think it may be one that's been around for a long time.
  16. That is exactly what I have done, with US and German mortars, direct and indirect fire. If you have a saved game that shows this, post a Dropbox link to it and I'll try it. P.S. Are you and your brother on PC or Mac?
  17. I have tested this in 3.0 and mortars in foxholes fire normally. If there are some 81mm mortars in foxholes refusing to fire in someone's 3.0 game it's not because they are in foxholes, at least not entirely.
  18. Scratch that. It's a bug. Those gaps are passable. I had no problem with the western one (the one closest in the screenshots). Units will go through the eastern one as long as you plot a waypoint directly on the other side, but if you plot the first waypoint at the next row of bocage and let the TacAI find it's own way it will ignore the gap and take the long way around. This did not happen in 2.12. I just did the same test on that same spot on the map in my 2.12 install and the team uses the gap without having to be baby sat, so this is a new issue in v2.20/3.0. I'm sending it to Charles.
  19. IIRC the old bocage gap bug was different. It involved vehicles not going through large gaps blasted by demo charges. I'm looking into this but am having trouble finding that spot on the map. However, just from eyeballing it I think you've been fooled by the false gaps that have always been in CMBN. The rule of thumb I have used is that if the gap is only on the lower half of the bocage it is impassible. It needs to be open all the way from top to bottom. Some mapmakers have resorted to placing dirt tiles in passable gaps so you can them apart without getting down to level 1.
  20. But like all German tank destroyers (and StuGs), they were typically issued Scherenfernrohr (scissors periscope). I was just reminded of this while researching the Jagdpanther's blindness.
  21. http://www.battlefront.com/community/showthread.php?t=112094 The test results that are purported to show no significant difference (at least in Shock Force). It will be interesting to see what you and Baneman come up with.
  22. I thought it did too. Then someone showed me a test they did a while back that proved it made no difference at all. But that test was before 3.0. Perhaps it has been changed? The reason I thought it did make a difference is because it does in something... not released yet.
  23. There's a lot of good information on that site, but if you look around long enough -- or if you read some of his postings on the World of Tanks forums -- you'll come to realize the guy who runs it has a bit of an axe to grind.
  24. "Hitler... delayed the attack on Kursk, which would give German industry more time to produce additional Tiger and Panther tanks. The Germans did increase their tank strength significantly in April, May and June, but Hitler's decision to wait until more tanks were available also gave the Soviets the opportunity to build tanks as a faster rate than the Germans. Given the mechanical problems of the early production models of the Tiger and Panther, the Germans lost ground in the comparable tank numbers by delaying from April to July 1943." -- Kursk: Hitler's Gamble, 1943 by Walter Scott Dunn
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